26. Rasterization
Rasterization is the process by which a primitive is converted to a two-dimensional image. Each point of this image contains associated data such as depth, color, or other attributes.
Rasterizing a primitive begins by determining which squares of an integer grid in framebuffer coordinates are occupied by the primitive, and assigning one or more depth values to each such square. This process is described below for points, lines, and polygons.
A grid square, including its (x,y) framebuffer coordinates, z (depth), and associated data added by fragment shaders, is called a fragment. A fragment is located by its upper left corner, which lies on integer grid coordinates.
Rasterization operations also refer to a fragment’s sample locations, which are offset by fractional values from its upper left corner. The rasterization rules for points, lines, and triangles involve testing whether each sample location is inside the primitive. Fragments need not actually be square, and rasterization rules are not affected by the aspect ratio of fragments. Display of non-square grids, however, will cause rasterized points and line segments to appear fatter in one direction than the other.
We assume that fragments are square, since it simplifies antialiasing and texturing. After rasterization, fragments are processed by the early per-fragment tests, if enabled.
Several factors affect rasterization, including the members of
VkPipelineRasterizationStateCreateInfo and
VkPipelineMultisampleStateCreateInfo.
The VkPipelineRasterizationStateCreateInfo structure is defined as:
typedef struct VkPipelineRasterizationStateCreateInfo {
VkStructureType sType;
const void* pNext;
VkPipelineRasterizationStateCreateFlags flags;
VkBool32 depthClampEnable;
VkBool32 rasterizerDiscardEnable;
VkPolygonMode polygonMode;
VkCullModeFlags cullMode;
VkFrontFace frontFace;
VkBool32 depthBiasEnable;
float depthBiasConstantFactor;
float depthBiasClamp;
float depthBiasSlopeFactor;
float lineWidth;
} VkPipelineRasterizationStateCreateInfo;
-
sTypeis the type of this structure. -
pNextisNULLor a pointer to an extension-specific structure. -
flagsis reserved for future use. -
depthClampEnablecontrols whether to clamp the fragment’s depth values as described in Depth Test. If the pipeline is not created with VkPipelineRasterizationDepthClipStateCreateInfoEXT present then enabling depth clamp will also disable clipping primitives to the z planes of the frustrum as described in Primitive Clipping. Otherwise depth clipping is controlled by the state set inVkPipelineRasterizationDepthClipStateCreateInfoEXT. -
rasterizerDiscardEnablecontrols whether primitives are discarded immediately before the rasterization stage. -
polygonModeis the triangle rendering mode. See VkPolygonMode. -
cullModeis the triangle facing direction used for primitive culling. See VkCullModeFlagBits. -
frontFaceis a VkFrontFace value specifying the front-facing triangle orientation to be used for culling. -
depthBiasEnablecontrols whether to bias fragment depth values. -
depthBiasConstantFactoris a scalar factor controlling the constant depth value added to each fragment. -
depthBiasClampis the maximum (or minimum) depth bias of a fragment. -
depthBiasSlopeFactoris a scalar factor applied to a fragment’s slope in depth bias calculations. -
lineWidthis the width of rasterized line segments.
The application can also add a
VkPipelineRasterizationStateRasterizationOrderAMD structure to the
pNext chain of a VkPipelineRasterizationStateCreateInfo
structure.
This structure enables selecting the rasterization order to use when
rendering with the corresponding graphics pipeline as described in
Rasterization Order.
typedef VkFlags VkPipelineRasterizationStateCreateFlags;
VkPipelineRasterizationStateCreateFlags is a bitmask type for setting
a mask, but is currently reserved for future use.
If the pNext chain of VkPipelineRasterizationStateCreateInfo includes
a VkPipelineRasterizationDepthClipStateCreateInfoEXT structure, then
that structure controls whether depth clipping is enabled or disabled.
The VkPipelineRasterizationDepthClipStateCreateInfoEXT structure is
defined as:
typedef struct VkPipelineRasterizationDepthClipStateCreateInfoEXT {
VkStructureType sType;
const void* pNext;
VkPipelineRasterizationDepthClipStateCreateFlagsEXT flags;
VkBool32 depthClipEnable;
} VkPipelineRasterizationDepthClipStateCreateInfoEXT;
-
sTypeis the type of this structure. -
pNextisNULLor a pointer to an extension-specific structure. -
flagsis reserved for future use. -
depthClipEnablecontrols whether depth clipping is enabled as described in Primitive Clipping.
typedef VkFlags VkPipelineRasterizationDepthClipStateCreateFlagsEXT;
VkPipelineRasterizationDepthClipStateCreateFlagsEXT is a bitmask type
for setting a mask, but is currently reserved for future use.
The VkPipelineMultisampleStateCreateInfo structure is defined as:
typedef struct VkPipelineMultisampleStateCreateInfo {
VkStructureType sType;
const void* pNext;
VkPipelineMultisampleStateCreateFlags flags;
VkSampleCountFlagBits rasterizationSamples;
VkBool32 sampleShadingEnable;
float minSampleShading;
const VkSampleMask* pSampleMask;
VkBool32 alphaToCoverageEnable;
VkBool32 alphaToOneEnable;
} VkPipelineMultisampleStateCreateInfo;
-
sTypeis the type of this structure. -
pNextisNULLor a pointer to an extension-specific structure. -
flagsis reserved for future use. -
rasterizationSamplesis a VkSampleCountFlagBits specifying the number of samples used in rasterization. -
sampleShadingEnablecan be used to enable Sample Shading. -
minSampleShadingspecifies a minimum fraction of sample shading ifsampleShadingEnableis set toVK_TRUE. -
pSampleMaskis a bitmask of static coverage information that is ANDed with the coverage information generated during rasterization, as described in Sample Mask. -
alphaToCoverageEnablecontrols whether a temporary coverage value is generated based on the alpha component of the fragment’s first color output as specified in the Multisample Coverage section. -
alphaToOneEnablecontrols whether the alpha component of the fragment’s first color output is replaced with one as described in Multisample Coverage.
typedef VkFlags VkPipelineMultisampleStateCreateFlags;
VkPipelineMultisampleStateCreateFlags is a bitmask type for setting a
mask, but is currently reserved for future use.
Rasterization only generates fragments which cover one or more pixels inside the framebuffer. Pixels outside the framebuffer are never considered covered in the fragment. Fragments which would be produced by application of any of the primitive rasterization rules described below but which lie outside the framebuffer are not produced, nor are they processed by any later stage of the pipeline, including any of the early per-fragment tests described in Early Per-Fragment Tests.
Surviving fragments are processed by fragment shaders. Fragment shaders determine associated data for fragments, and can also modify or replace their assigned depth values.
When the VK_AMD_mixed_attachment_samples and
VK_NV_framebuffer_mixed_samples extensions are not enabled, if the subpass
for which this pipeline is being created uses color and/or depth/stencil
attachments, then rasterizationSamples must be the same as the sample
count for those subpass attachments.
When the VK_AMD_mixed_attachment_samples extension is enabled, if the
subpass for which this pipeline is being created uses color and/or
depth/stencil attachments, then rasterizationSamples must be the same
as the maximum of the sample counts of those subpass attachments.
When the VK_NV_framebuffer_mixed_samples extension is enabled,
rasterizationSamples must match the sample count of the depth/stencil
attachment if present, otherwise must be greater than or equal to the
sample count of the color attachments, if present.
If the VK_NV_coverage_reduction_mode extension is enabled, the coverage
reduction mode specified by
VkPipelineCoverageReductionStateCreateInfoNV::coverageReductionMode,
the rasterizationSamples member of pMultisampleState and the
sample counts for the color and depth/stencil attachments (if present) must
be a valid combination returned by
vkGetPhysicalDeviceSupportedFramebufferMixedSamplesCombinationsNV
If the subpass for which this pipeline is being created does not use color
or depth/stencil attachments, rasterizationSamples must follow the
rules for a zero-attachment subpass.
26.1. Discarding Primitives Before Rasterization
Primitives are discarded before rasterization if the
rasterizerDiscardEnable member of
VkPipelineRasterizationStateCreateInfo is enabled.
When enabled, primitives are discarded after they are processed by the last
active shader stage in the pipeline before rasterization.
26.2. Controlling the Vertex Stream Used for Rasterization
By default vertex data output from the last vertex processing stage are
directed to vertex stream zero.
Geometry shaders can emit primitives to multiple independent vertex
streams.
Each vertex emitted by the geometry shader is directed at one of the vertex
streams.
As vertices are received on each vertex stream, they are arranged into
primitives of the type specified by the geometry shader output primitive
type.
The shading language instructions OpEndPrimitive and
OpEndStreamPrimitive can be used to end the primitive being assembled
on a given vertex stream and start a new empty primitive of the same type.
An implementation supports up to
VkPhysicalDeviceTransformFeedbackPropertiesEXT::maxTransformFeedbackStreams
streams, which is at least 1.
The individual streams are numbered 0 through
maxTransformFeedbackStreams minus 1.
There is no requirement on the order of the streams to which vertices are
emitted, and the number of vertices emitted to each vertex stream can be
completely independent, subject only to the
VkPhysicalDeviceTransformFeedbackPropertiesEXT::maxTransformFeedbackStreamDataSize
and
VkPhysicalDeviceTransformFeedbackPropertiesEXT::maxTransformFeedbackBufferDataSize
limits.
The primitives output from all vertex streams are passed to the transform
feedback stage to be captured to transform feedback buffers in the manner
specified by the last vertex processing stage shader’s XfbBuffer,
XfbStride, and Offsets decorations on the output interface
variables in the graphics pipeline.
To use a vertex stream other than zero, or to use multiple streams, the
GeometryStreams capability must be specified.
By default, the primitives output from vertex stream zero are rasterized.
If the implementation supports the
VkPhysicalDeviceTransformFeedbackPropertiesEXT::transformFeedbackRasterizationStreamSelect
property it is possible to rasterize a vertex stream other than zero.
By default, geometry shaders that emit vertices to multiple vertex streams
are limited to using only the OutputPoints output primitive type.
If the implementation supports the
VkPhysicalDeviceTransformFeedbackPropertiesEXT::transformFeedbackStreamsLinesTriangles
property it is possible to emit OutputLineStrip or
OutputTriangleStrip in addition to OutputPoints.
The vertex stream used for rasterization is specified by adding a
VkPipelineRasterizationStateStreamCreateInfoEXT structure to the
pNext chain of a VkPipelineRasterizationStateCreateInfo
structure.
The VkPipelineRasterizationStateStreamCreateInfoEXT structure is
defined as:
typedef struct VkPipelineRasterizationStateStreamCreateInfoEXT {
VkStructureType sType;
const void* pNext;
VkPipelineRasterizationStateStreamCreateFlagsEXT flags;
uint32_t rasterizationStream;
} VkPipelineRasterizationStateStreamCreateInfoEXT;
-
sTypeis the type of this structure. -
pNextisNULLor a pointer to an extension-specific structure. -
flagsis reserved for future use. -
rasterizationStreamis the vertex stream selected for rasterization.
If this structure is not present, rasterizationStream is assumed to be
zero.
typedef VkFlags VkPipelineRasterizationStateStreamCreateFlagsEXT;
VkPipelineRasterizationStateStreamCreateFlagsEXT is a bitmask type for
setting a mask, but is currently reserved for future use.
26.3. Rasterization Order
Within a subpass of a render pass instance, for a given (x,y,layer,sample) sample location, the following operations are guaranteed to execute in rasterization order, for each separate primitive that includes that sample location:
Each of these operations is atomically executed for each primitive and sample location.
Execution of these operations for each primitive in a subpass occurs in an order determined by the application.
The rasterization order to use for a graphics pipeline is specified by
adding a VkPipelineRasterizationStateRasterizationOrderAMD structure
to the pNext chain of a VkPipelineRasterizationStateCreateInfo
structure.
The VkPipelineRasterizationStateRasterizationOrderAMD structure is
defined as:
typedef struct VkPipelineRasterizationStateRasterizationOrderAMD {
VkStructureType sType;
const void* pNext;
VkRasterizationOrderAMD rasterizationOrder;
} VkPipelineRasterizationStateRasterizationOrderAMD;
-
sTypeis the type of this structure. -
pNextisNULLor a pointer to an extension-specific structure. -
rasterizationOrderis a VkRasterizationOrderAMD value specifying the primitive rasterization order to use.
If the VK_AMD_rasterization_order device extension is not enabled or
the application does not request a particular rasterization order through
specifying a VkPipelineRasterizationStateRasterizationOrderAMD
structure then the rasterization order used by the graphics pipeline
defaults to VK_RASTERIZATION_ORDER_STRICT_AMD.
Possible values of
VkPipelineRasterizationStateRasterizationOrderAMD::rasterizationOrder,
specifying the primitive rasterization order, are:
typedef enum VkRasterizationOrderAMD {
VK_RASTERIZATION_ORDER_STRICT_AMD = 0,
VK_RASTERIZATION_ORDER_RELAXED_AMD = 1,
VK_RASTERIZATION_ORDER_MAX_ENUM_AMD = 0x7FFFFFFF
} VkRasterizationOrderAMD;
-
VK_RASTERIZATION_ORDER_STRICT_AMDspecifies that operations for each primitive in a subpass must occur in primitive order. -
VK_RASTERIZATION_ORDER_RELAXED_AMDspecifies that operations for each primitive in a subpass may not occur in primitive order.
26.4. Multisampling
Multisampling is a mechanism to antialias all Vulkan primitives: points, lines, and polygons. The technique is to sample all primitives multiple times at each pixel. Each sample in each framebuffer attachment has storage for a color, depth, and/or stencil value, such that per-fragment operations apply to each sample independently. The color sample values can be later resolved to a single color (see Resolving Multisample Images and the Render Pass chapter for more details on how to resolve multisample images to non-multisample images).
Vulkan defines rasterization rules for single-sample modes in a way that is equivalent to a multisample mode with a single sample in the center of each fragment.
Each fragment includes a coverage value with rasterizationSamples bits
(see Sample Mask).
Each fragment includes rasterizationSamples depth values and sets of
associated data.
An implementation may choose to assign the same associated data to more
than one sample.
The location for evaluating such associated data may be anywhere within the
fragment area including the fragment’s center location (xf,yf) or
any of the sample locations.
When rasterizationSamples is VK_SAMPLE_COUNT_1_BIT, the
fragment’s center location must be used.
The different associated data values need not all be evaluated at the same
location.
Each fragment thus consists of integer x and y grid coordinates,
rasterizationSamples depth values and sets of associated data, and a
coverage value with rasterizationSamples bits.
It is understood that each pixel has rasterizationSamples locations
associated with it.
These locations are exact positions, rather than regions or areas, and each
is referred to as a sample point.
The sample points associated with a pixel must be located inside or on the
boundary of the unit square that is considered to bound the pixel.
Furthermore, the relative locations of sample points may be identical for
each pixel in the framebuffer, or they may differ.
If the render pass has a fragment density map attachment, each fragment only
has rasterizationSamples locations associated with it regardless of
how many pixels are covered in the fragment area.
Fragment sample locations are defined as if the fragment had an area of
(1,1) and its sample points must be located within these bounds.
Their actual location in the framebuffer is calculated by scaling the sample
location by the fragment area.
Attachments with storage for multiple samples per pixel are located at the
pixel sample locations.
Otherwise, the fragment’s sample locations are generally used for evaluation
of associated data and fragment operations.
If the current pipeline includes a fragment shader with one or more
variables in its interface decorated with Sample and Input, the
data associated with those variables will be assigned independently for each
sample.
The values for each sample must be evaluated at the location of the sample.
The data associated with any other variables not decorated with Sample
and Input need not be evaluated independently for each sample.
If the standardSampleLocations member of VkPhysicalDeviceLimits
is VK_TRUE, then the sample counts VK_SAMPLE_COUNT_1_BIT,
VK_SAMPLE_COUNT_2_BIT, VK_SAMPLE_COUNT_4_BIT,
VK_SAMPLE_COUNT_8_BIT, and VK_SAMPLE_COUNT_16_BIT have sample
locations as listed in the following table, with the ith entry in
the table corresponding to bit i in the sample masks.
VK_SAMPLE_COUNT_32_BIT and VK_SAMPLE_COUNT_64_BIT do not have
standard sample locations.
Locations are defined relative to an origin in the upper left corner of the
fragment.
|
|
|
|
|
(0.5,0.5) |
(0.75,0.75) |
(0.375, 0.125) |
(0.5625, 0.3125) |
(0.5625, 0.5625) |
Color images created with multiple samples per pixel use a compression
technique where there are two arrays of data associated with each pixel.
The first array contains one element per sample where each element stores an
index to the second array defining the fragment mask of the pixel.
The second array contains one element per color fragment and each element
stores a unique color value in the format of the image.
With this compression technique it is not always necessary to actually use
unique storage locations for each color sample: when multiple samples share
the same color value the fragment mask may have two samples referring to
the same color fragment.
The number of color fragments is determined by the samples member of
the VkImageCreateInfo structure used to create the image.
The VK_AMD_shader_fragment_mask device extension provides shader
instructions enabling the application to get direct access to the fragment
mask and the individual color fragment values.
26.5. Custom Sample Locations
Applications can also control the sample locations used for rasterization.
If the pNext chain of the VkPipelineMultisampleStateCreateInfo
structure specified at pipeline creation time includes an instance of the
VkPipelineSampleLocationsStateCreateInfoEXT structure, then that
structure controls the sample locations used when rasterizing primitives
with the pipeline.
The VkPipelineSampleLocationsStateCreateInfoEXT structure is defined
as:
typedef struct VkPipelineSampleLocationsStateCreateInfoEXT {
VkStructureType sType;
const void* pNext;
VkBool32 sampleLocationsEnable;
VkSampleLocationsInfoEXT sampleLocationsInfo;
} VkPipelineSampleLocationsStateCreateInfoEXT;
-
sTypeis the type of this structure. -
pNextisNULLor a pointer to an extension-specific structure. -
sampleLocationsEnablecontrols whether custom sample locations are used. IfsampleLocationsEnableisVK_FALSE, the default sample locations are used and the values specified insampleLocationsInfoare ignored. -
sampleLocationsInfois the sample locations to use during rasterization ifsampleLocationsEnableisVK_TRUEand the graphics pipeline is not created withVK_DYNAMIC_STATE_SAMPLE_LOCATIONS_EXT.
The VkSampleLocationsInfoEXT structure is defined as:
typedef struct VkSampleLocationsInfoEXT {
VkStructureType sType;
const void* pNext;
VkSampleCountFlagBits sampleLocationsPerPixel;
VkExtent2D sampleLocationGridSize;
uint32_t sampleLocationsCount;
const VkSampleLocationEXT* pSampleLocations;
} VkSampleLocationsInfoEXT;
-
sTypeis the type of this structure. -
pNextisNULLor a pointer to an extension-specific structure. -
sampleLocationsPerPixelis a VkSampleCountFlagBits specifying the number of sample locations per pixel. -
sampleLocationGridSizeis the size of the sample location grid to select custom sample locations for. -
sampleLocationsCountis the number of sample locations inpSampleLocations. -
pSampleLocationsis an array ofsampleLocationsCountVkSampleLocationEXT structures.
This structure can be used either to specify the sample locations to be
used for rendering or to specify the set of sample locations an image
subresource has been last rendered with for the purposes of layout
transitions of depth/stencil images created with
VK_IMAGE_CREATE_SAMPLE_LOCATIONS_COMPATIBLE_DEPTH_BIT_EXT.
The sample locations in pSampleLocations specify
sampleLocationsPerPixel number of sample locations for each pixel in
the grid of the size specified in sampleLocationGridSize.
The sample location for sample i at the pixel grid location
(x,y) is taken from pSampleLocations[(x + y *
sampleLocationGridSize.width) * sampleLocationsPerPixel + i].
If the render pass has a fragment density map, the implementation will
choose the sample locations for the fragment and the contents of
pSampleLocations may be ignored.
The VkSampleLocationEXT structure is defined as:
typedef struct VkSampleLocationEXT {
float x;
float y;
} VkSampleLocationEXT;
-
xis the horizontal coordinate of the sample’s location. -
yis the vertical coordinate of the sample’s location.
The domain space of the sample location coordinates has an upper-left origin within the pixel in framebuffer space.
The values specified in a VkSampleLocationEXT structure are always
clamped to the implementation-dependent sample location coordinate range
[sampleLocationCoordinateRange[0],sampleLocationCoordinateRange[1]]
that can be queried by chaining the
VkPhysicalDeviceSampleLocationsPropertiesEXT structure to the
pNext chain of VkPhysicalDeviceProperties2.
The custom sample locations used for rasterization when
VkPipelineSampleLocationsStateCreateInfoEXT::sampleLocationsEnable
is VK_TRUE are specified by the
VkPipelineSampleLocationsStateCreateInfoEXT::sampleLocationsInfo
property of the bound graphics pipeline, if the pipeline was not created
with VK_DYNAMIC_STATE_SAMPLE_LOCATIONS_EXT enabled.
Otherwise, the sample locations used for rasterization are set by calling
vkCmdSetSampleLocationsEXT:
void vkCmdSetSampleLocationsEXT(
VkCommandBuffer commandBuffer,
const VkSampleLocationsInfoEXT* pSampleLocationsInfo);
-
commandBufferis the command buffer into which the command will be recorded. -
pSampleLocationsInfois the sample locations state to set.
26.6. Shading Rate Image
The shading rate image feature allows pipelines to use a shading rate image to control the fragment area and the minimum number of fragment shader invocations launched for each fragment. When the shading rate image is enabled, the rasterizer determines a base shading rate for each region of the framebuffer covered by a primitive by fetching a value from the shading rate image and translating it to a shading rate using a per-viewport shading rate palette. This base shading rate is then adjusted to derive a final shading rate, which specifies the fragment area and fragment shader invocation count to use for fragments generated in the region.
If the pNext chain of VkPipelineViewportStateCreateInfo includes
a VkPipelineViewportShadingRateImageStateCreateInfoNV structure, then
that structure includes parameters that control the shading rate.
The VkPipelineViewportShadingRateImageStateCreateInfoNV structure is
defined as:
typedef struct VkPipelineViewportShadingRateImageStateCreateInfoNV {
VkStructureType sType;
const void* pNext;
VkBool32 shadingRateImageEnable;
uint32_t viewportCount;
const VkShadingRatePaletteNV* pShadingRatePalettes;
} VkPipelineViewportShadingRateImageStateCreateInfoNV;
-
sTypeis the type of this structure. -
pNextisNULLor a pointer to an extension-specific structure. -
shadingRateImageEnablespecifies whether shading rate image and palettes are used during rasterization. -
viewportCountspecifies the number of per-viewport palettes used to translate values stored in shading rate images. -
pShadingRatePalettesis a pointer to an array of VkShadingRatePaletteNV structures defining the palette for each viewport. If the shading rate palette state is dynamic, this member is ignored.
If this structure is not present, shadingRateImageEnable is considered
to be VK_FALSE, and the shading rate image and palettes are not used.
When shading rate image usage is enabled in the bound pipeline, the pipeline uses a shading rate image specified by the command:
void vkCmdBindShadingRateImageNV(
VkCommandBuffer commandBuffer,
VkImageView imageView,
VkImageLayout imageLayout);
-
commandBufferis the command buffer into which the command will be recorded. -
imageViewis an image view handle that specifies the shading rate image.imageViewmay be set to VK_NULL_HANDLE, which is equivalent to specifying a view of an image filled with zero values. -
imageLayoutis the layout that the image subresources accessible fromimageViewwill be in when the shading rate image is accessed.
When the shading rate image is enabled in the current pipeline, rasterizing
a primitive covering the pixel with coordinates (x,y) will fetch a
shading rate index value from the shading rate image bound by
vkCmdBindShadingRateImageNV.
If the shading rate image view has a type of VK_IMAGE_VIEW_TYPE_2D,
the lookup will use texel coordinates (u,v) where \(u = \lfloor
\frac{x}{twidth} \rfloor\), \(v = \lfloor \frac{y}{theight}
\rfloor\), and \(twidth\) and \(theight\) are the width and
height of the implementation-dependent shading rate texel size.
If the shading rate image view has a type of
VK_IMAGE_VIEW_TYPE_2D_ARRAY, the lookup will use texel coordinates
(u,v) to extract a texel from the layer l, where l is the layer of
the framebuffer being rendered to.
If l is greater than or equal to the number of layers in the image view,
layer zero will be used.
If the bound shading rate image view is not VK_NULL_HANDLE and
contains a texel with coordinates (u,v) in layer l (if applicable),
the single unsigned integer component for that texel will be used as the
shading rate index.
If the (u,v) coordinate is outside the extents of the subresource used
by the shading rate image view, or if the image view is
VK_NULL_HANDLE, the shading rate index is zero.
If the shading rate image view has multiple mipmap levels, the base level
identified by VkImageSubresourceRange::baseMipLevel will be
used.
A shading rate index is mapped to a base shading rate using a lookup table called the shading rate image palette. There is a separate palette for each viewport. The number of entries in each palette is given by the implementation-dependent shading rate image palette size.
If a pipeline state object is created with
VK_DYNAMIC_STATE_VIEWPORT_SHADING_RATE_PALETTE_NV enabled, the
per-viewport shading rate image palettes are set by the command:
void vkCmdSetViewportShadingRatePaletteNV(
VkCommandBuffer commandBuffer,
uint32_t firstViewport,
uint32_t viewportCount,
const VkShadingRatePaletteNV* pShadingRatePalettes);
-
commandBufferis the command buffer into which the command will be recorded. -
firstViewportis the index of the first viewport whose shading rate palette is updated by the command. -
viewportCountis the number of viewports whose shading rate palettes are updated by the command. -
pShadingRatePalettesis a pointer to an array of VkShadingRatePaletteNV structures defining the palette for each viewport.
The VkShadingRatePaletteNV structure specifies to contents of a single
shading rate image palette and is defined as:
typedef struct VkShadingRatePaletteNV {
uint32_t shadingRatePaletteEntryCount;
const VkShadingRatePaletteEntryNV* pShadingRatePaletteEntries;
} VkShadingRatePaletteNV;
-
shadingRatePaletteEntryCountspecifies the number of entries in the shading rate image palette. -
pShadingRatePaletteEntriesis a pointer to an array of VkShadingRatePaletteEntryNV enums defining the shading rate for each palette entry.
To determine the base shading rate image, a shading rate index i is mapped
to array element i in the array pShadingRatePaletteEntries for the
palette corresponding to the viewport used for the fragment.
If i is greater than or equal to the palette size
shadingRatePaletteEntryCount, the base shading rate is undefined.
The supported shading rate image palette entries are defined by VkShadingRatePaletteEntryNV:
typedef enum VkShadingRatePaletteEntryNV {
VK_SHADING_RATE_PALETTE_ENTRY_NO_INVOCATIONS_NV = 0,
VK_SHADING_RATE_PALETTE_ENTRY_16_INVOCATIONS_PER_PIXEL_NV = 1,
VK_SHADING_RATE_PALETTE_ENTRY_8_INVOCATIONS_PER_PIXEL_NV = 2,
VK_SHADING_RATE_PALETTE_ENTRY_4_INVOCATIONS_PER_PIXEL_NV = 3,
VK_SHADING_RATE_PALETTE_ENTRY_2_INVOCATIONS_PER_PIXEL_NV = 4,
VK_SHADING_RATE_PALETTE_ENTRY_1_INVOCATION_PER_PIXEL_NV = 5,
VK_SHADING_RATE_PALETTE_ENTRY_1_INVOCATION_PER_2X1_PIXELS_NV = 6,
VK_SHADING_RATE_PALETTE_ENTRY_1_INVOCATION_PER_1X2_PIXELS_NV = 7,
VK_SHADING_RATE_PALETTE_ENTRY_1_INVOCATION_PER_2X2_PIXELS_NV = 8,
VK_SHADING_RATE_PALETTE_ENTRY_1_INVOCATION_PER_4X2_PIXELS_NV = 9,
VK_SHADING_RATE_PALETTE_ENTRY_1_INVOCATION_PER_2X4_PIXELS_NV = 10,
VK_SHADING_RATE_PALETTE_ENTRY_1_INVOCATION_PER_4X4_PIXELS_NV = 11,
VK_SHADING_RATE_PALETTE_ENTRY_MAX_ENUM_NV = 0x7FFFFFFF
} VkShadingRatePaletteEntryNV;
The following table indicates the width and height (in pixels) of each
fragment generated using the indicated shading rate, as well as the maximum
number of fragment shader invocations launched for each fragment.
When processing regions of a primitive that have a shading rate of
VK_SHADING_RATE_PALETTE_ENTRY_NO_INVOCATIONS_NV, no fragments will be
generated in that region.
| Shading Rate | Width | Height | Invocations |
|---|---|---|---|
|
0 |
0 |
0 |
|
1 |
1 |
16 |
|
1 |
1 |
8 |
|
1 |
1 |
4 |
|
1 |
1 |
2 |
|
1 |
1 |
1 |
|
2 |
1 |
1 |
|
1 |
2 |
1 |
|
2 |
2 |
1 |
|
4 |
2 |
1 |
|
2 |
4 |
1 |
|
4 |
4 |
1 |
When the shading rate image is disabled, a shading rate of
VK_SHADING_RATE_PALETTE_ENTRY_1_INVOCATION_PER_PIXEL_NV will be used
as the base shading rate.
Once a base shading rate has been established, it is adjusted to produce a final shading rate. First, if the base shading rate uses multiple pixels for each fragment, the implementation may reduce the fragment area to ensure that the total number of coverage samples for all pixels in a fragment does not exceed an implementation-dependent maximum.
If sample shading is active in the current pipeline and would result in processing n (n > 1) unique samples per fragment when the shading rate image is disabled, the shading rate is adjusted in an implementation-dependent manner to increase the number of fragment shader invocations spawned by the primitive. If the shading rate indicates fs pixels per fragment and fs is greater than n, the fragment area is adjusted so each fragment has approximately \(fs \over n\) pixels. Otherwise, if the shading rate indicates ipf invocations per fragment, the fragment area will be adjusted to a single pixel with approximately \(ipf \times n \over fs\) invocations per fragment.
If sample shading occurs due to the use of a fragment shader input variable
decorated with SampleId or SamplePosition, the shading rate is
ignored.
Each fragment will have a single pixel and will spawn up to
totalSamples fragment shader invocations, as when using
sample shading without a shading rate image.
Finally, if the shading rate specifies multiple fragment shader invocations
per fragment, the total number of invocations in the shading rate is clamped
to be no larger than the value of totalSamples used for
sample shading.
When the final shading rate for a primitive covering pixel (x,y) has a fragment area of \(fw \times fh\), the fragment for that pixel will cover all pixels with coordinates (x',y') that satisfy the equations:
This combined fragment is considered to have multiple coverage samples; the
total number of samples in this fragment is given by \(samples = fw
\times fh \times rs\) where rs indicates the value of
VkPipelineMultisampleStateCreateInfo::rasterizationSamples
specified at pipeline creation time.
The set of coverage samples in the fragment is the union of the per-pixel
coverage samples in each of the fragment’s pixels The location and order of
coverage samples within each pixel in the combined fragment are assigned as
described in
Multisampling and Custom Sample Locations.
Each coverage sample in the set of pixels belonging to the combined fragment
is assigned a unique sample number in the range [0,samples-1].
If the
shadingRateCoarseSampleOrder
feature is supported, the order of coverage samples can be specified for
each combination of fragment area and coverage sample count.
If this feature is not supported, the sample order is
implementation-dependent.
If the pNext chain of VkPipelineViewportStateCreateInfo includes
a VkPipelineViewportCoarseSampleOrderStateCreateInfoNV structure, then
that structure includes parameters that control the order of coverage
samples in fragments larger than one pixel.
The VkPipelineViewportCoarseSampleOrderStateCreateInfoNV structure is
defined as:
typedef struct VkPipelineViewportCoarseSampleOrderStateCreateInfoNV {
VkStructureType sType;
const void* pNext;
VkCoarseSampleOrderTypeNV sampleOrderType;
uint32_t customSampleOrderCount;
const VkCoarseSampleOrderCustomNV* pCustomSampleOrders;
} VkPipelineViewportCoarseSampleOrderStateCreateInfoNV;
-
sTypeis the type of this structure. -
pNextisNULLor a pointer to an extension-specific structure. -
sampleOrderTypespecifies the mechanism used to order coverage samples in fragments larger than one pixel. -
customSampleOrderCountspecifies the number of custom sample orderings to use when ordering coverage samples. -
pCustomSampleOrdersis a pointer to an array of VkCoarseSampleOrderCustomNV structures, each of which specifies the coverage sample order for a single combination of fragment area and coverage sample count.
If this structure is not present, sampleOrderType is considered to be
VK_COARSE_SAMPLE_ORDER_TYPE_DEFAULT_NV.
If sampleOrderType is VK_COARSE_SAMPLE_ORDER_TYPE_CUSTOM_NV, the
coverage sample order used for any combination of fragment area and coverage
sample count not enumerated in pCustomSampleOrders will be identical
to that used for VK_COARSE_SAMPLE_ORDER_TYPE_DEFAULT_NV.
If the pipeline was created with
VK_DYNAMIC_STATE_VIEWPORT_COARSE_SAMPLE_ORDER_NV, the contents of this
structure (if present) are ignored, and the coverage sample order is instead
specified by vkCmdSetCoarseSampleOrderNV.
The type VkCoarseSampleOrderTypeNV specifies the technique used to order coverage samples in fragments larger than one pixel, and is defined as:
typedef enum VkCoarseSampleOrderTypeNV {
VK_COARSE_SAMPLE_ORDER_TYPE_DEFAULT_NV = 0,
VK_COARSE_SAMPLE_ORDER_TYPE_CUSTOM_NV = 1,
VK_COARSE_SAMPLE_ORDER_TYPE_PIXEL_MAJOR_NV = 2,
VK_COARSE_SAMPLE_ORDER_TYPE_SAMPLE_MAJOR_NV = 3,
VK_COARSE_SAMPLE_ORDER_TYPE_MAX_ENUM_NV = 0x7FFFFFFF
} VkCoarseSampleOrderTypeNV;
-
VK_COARSE_SAMPLE_ORDER_TYPE_DEFAULT_NVspecifies that coverage samples will be ordered in an implementation-dependent manner. -
VK_COARSE_SAMPLE_ORDER_TYPE_CUSTOM_NVspecifies that coverage samples will be ordered according to the array of custom orderings provided in either thepCustomSampleOrdersmember ofVkPipelineViewportCoarseSampleOrderStateCreateInfoNVor thepCustomSampleOrdersmember of vkCmdSetCoarseSampleOrderNV. -
VK_COARSE_SAMPLE_ORDER_TYPE_PIXEL_MAJOR_NVspecifies that coverage samples will be ordered sequentially, sorted first by pixel coordinate (in row-major order) and then by coverage sample number. -
VK_COARSE_SAMPLE_ORDER_TYPE_SAMPLE_MAJOR_NVspecifies that coverage samples will be ordered sequentially, sorted first by coverage sample number and then by pixel coordinate (in row-major order).
When using a coarse sample order of
VK_COARSE_SAMPLE_ORDER_TYPE_PIXEL_MAJOR_NV for a fragment with an
upper-left corner of \((fx,fy)\) with a width of \(fw
\times fh\) and \(fsc\) coverage samples per pixel, sample
\(cs\) of the fragment will be assigned to sample \(fs\) of
pixel \((px,py)\) will be assigned as follows:
When using a coarse sample order of
VK_COARSE_SAMPLE_ORDER_TYPE_SAMPLE_MAJOR_NV, sample \(cs\)
will be assigned as follows:
The VkCoarseSampleOrderCustomNV structure is used with a coverage
sample ordering type of VK_COARSE_SAMPLE_ORDER_TYPE_CUSTOM_NV to
specify the order of coverage samples for one combination of fragment width,
fragment height, and coverage sample count.
The structure is defined as:
typedef struct VkCoarseSampleOrderCustomNV {
VkShadingRatePaletteEntryNV shadingRate;
uint32_t sampleCount;
uint32_t sampleLocationCount;
const VkCoarseSampleLocationNV* pSampleLocations;
} VkCoarseSampleOrderCustomNV;
-
shadingRateis a shading rate palette entry that identifies the fragment width and height for the combination of fragment area and per-pixel coverage sample count to control. -
sampleCountidentifies the per-pixel coverage sample count for the combination of fragment area and coverage sample count to control. -
sampleLocationCountspecifies the number of sample locations in the custom ordering. -
pSampleLocationsis a pointer to an array of VkCoarseSampleOrderCustomNV structures that specifies the location of each sample in the custom ordering.
When using a custom sample ordering, element i in pSampleLocations
specifies a specific pixel and per-pixel coverage sample number that
corresponds to the coverage sample numbered i in the multi-pixel fragment.
The VkCoarseSampleLocationNV structure identifies a specific pixel and
sample number for one of the coverage samples in a fragment that is larger
than one pixel.
This structure is defined as:
typedef struct VkCoarseSampleLocationNV {
uint32_t pixelX;
uint32_t pixelY;
uint32_t sample;
} VkCoarseSampleLocationNV;
-
pixelXis added to the x coordinate of the upper-leftmost pixel of each fragment to identify the pixel containing the coverage sample. -
pixelYis added to the y coordinate of the upper-leftmost pixel of each fragment to identify the pixel containing the coverage sample. -
sampleis the number of the coverage sample in the pixel identified bypixelXandpixelY.
If a pipeline state object is created with
VK_DYNAMIC_STATE_VIEWPORT_COARSE_SAMPLE_ORDER_NV enabled, the order of
coverage samples in fragments larger than one pixel is set by the command:
void vkCmdSetCoarseSampleOrderNV(
VkCommandBuffer commandBuffer,
VkCoarseSampleOrderTypeNV sampleOrderType,
uint32_t customSampleOrderCount,
const VkCoarseSampleOrderCustomNV* pCustomSampleOrders);
-
commandBufferis the command buffer into which the command will be recorded. -
sampleOrderTypespecifies the mechanism used to order coverage samples in fragments larger than one pixel. -
customSampleOrderCountspecifies the number of custom sample orderings to use when ordering coverage samples. -
pCustomSampleOrdersis a pointer to an array of VkCoarseSampleOrderCustomNV structures, each of which specifies the coverage sample order for a single combination of fragment area and coverage sample count.
If sampleOrderType is VK_COARSE_SAMPLE_ORDER_TYPE_CUSTOM_NV, the
coverage sample order used for any combination of fragment area and coverage
sample count not enumerated in pCustomSampleOrders will be identical
to that used for VK_COARSE_SAMPLE_ORDER_TYPE_DEFAULT_NV.
If the final shading rate for a primitive covering pixel (x,y) results in n invocations per pixel (n > 1), n separate fragment shader invocations will be generated for the fragment. Each coverage sample in the fragment will be assigned to one of the n fragment shader invocations in an implementation-dependent manner. The outputs from the fragment output interface of each shader invocation will be broadcast to all of the framebuffer samples associated with the invocation. If none of the coverage samples associated with a fragment shader invocation is covered by a primitive, the implementation may discard the fragment shader invocation for those samples.
If the final shading rate for a primitive covering pixel (x,y) results in a fragment containing multiple pixels, a single set of fragment shader invocations will be generated for all pixels in the combined fragment. Outputs from the fragment output interface will be broadcast to all covered framebuffer samples belonging to the fragment. If the fragment shader executes code discarding the fragment, none of the samples of the fragment will be updated.
26.7. Sample Shading
Sample shading can be used to specify a minimum number of unique samples to
process for each fragment.
If sample shading is enabled an implementation must provide a minimum of
max(⌈ minSampleShadingFactor × totalSamples
⌉, 1) unique associated data for each fragment, where
minSampleShadingFactor is the minimum fraction of sample shading.
If the VK_AMD_mixed_attachment_samples extension is enabled and the
subpass uses color attachments, totalSamples is the number of samples
of the color attachments.
Otherwise,
totalSamples is the value of
VkPipelineMultisampleStateCreateInfo::rasterizationSamples
specified at pipeline creation time.
These are associated with the samples in an implementation-dependent manner.
When minSampleShadingFactor is 1.0, a separate set of associated
data are evaluated for each sample, and each set of values is evaluated at
the sample location.
Sample shading is enabled for a graphics pipeline:
-
If the interface of the fragment shader entry point of the graphics pipeline includes an input variable decorated with
SampleIdorSamplePosition. In this caseminSampleShadingFactortakes the value1.0. -
Else if the
sampleShadingEnablemember of the VkPipelineMultisampleStateCreateInfo structure specified when creating the graphics pipeline is set toVK_TRUE. In this caseminSampleShadingFactortakes the value of VkPipelineMultisampleStateCreateInfo::minSampleShading.
Otherwise, sample shading is considered disabled.
26.8. Barycentric Interpolation
When the fragmentShaderBarycentric feature is enabled, the
PerVertexNV interpolation
decoration can be used with fragment shader inputs to indicate that the
decorated inputs do not have associated data in the fragment.
Such inputs can only be accessed in a fragment shader using an array index
whose value (0, 1, or 2) identifies one of the vertices of the primitive
that produced the fragment.
When tessellation, geometry shading, and
mesh shading
are not active, fragment shader inputs decorated with PerVertexNV will
take values from one of the vertices of the primitive that produced the
fragment, identified by the extra index provided in SPIR-V code accessing
the input.
If the n vertices passed to a draw call are numbered 0 through n-1, and
the point, line, and triangle primitives produced by the draw call are
numbered with consecutive integers beginning with zero, the following table
indicates the original vertex numbers used for index values of 0, 1, and 2.
If an input decorated with PerVertexNV is accessed with any other
vertex index value, the value obtained is undefined.
| Primitive Topology | Vertex 0 | Vertex 1 | Vertex 2 |
|---|---|---|---|
|
i |
- |
- |
|
2i |
2i+1 |
- |
|
i |
i+1 |
- |
|
3i |
3i+1 |
3i+2 |
|
i |
i+1 |
i+2 |
|
i |
i+2 |
i+1 |
|
i+1 |
i+2 |
0 |
|
4i+1 |
4i+2 |
- |
|
i+1 |
i+2 |
- |
|
6i |
6i+2 |
6i+4 |
|
2i |
2i+2 |
2i+4 |
|
2i |
2i+4 |
2i+2 |
When geometry
or mesh
shading is active, primitives processed by fragment shaders are assembled
from the vertices emitted by the geometry
or mesh
shader.
In this case, the vertices used for fragment shader inputs decorated with
PerVertexNV are derived by treating the primitives produced by the
shader as though they were specified by a draw call and consulting
the table above.
When using tessellation without geometry shading, the tessellator produces
primitives in an implementation-dependent manner.
While there is no defined vertex ordering for inputs decorated with
PerVertexNV, the vertex ordering used in this case will be consistent
with the ordering used to derive the values of inputs decorated with
code::BaryCoordNV or code::BaryCoordNoPerspNV.
Fragment shader inputs decorated with BaryCoordNV or
BaryCoordNoPerspNV hold three-component vectors with barycentric
weights that indicate the location of the fragment relative to the
screen-space locations of vertices of its primitive.
For point primitives, such variables are always assigned the value (1,0,0).
For line primitives, the built-ins are obtained by
interpolating an attribute whose values for the vertices numbered 0 and 1
are (1,0,0) and (0,1,0), respectively.
For polygon primitives, the built-ins are
obtained by interpolating an attribute whose values for the vertices
numbered 0, 1, and 2 are (1,0,0), (0,1,0), and (0,0,1), respectively.
For BaryCoordNV, the values are obtained using perspective
interpolation.
For BaryCoordNoPerspNV, the values are obtained using linear
interpolation.
26.9. Points
A point is drawn by generating a set of fragments in the shape of a square
centered around the vertex of the point.
Each vertex has an associated point size that controls the width/height of
that square.
The point size is taken from the (potentially clipped) shader built-in
PointSize written by:
-
the geometry shader, if active;
-
the tessellation evaluation shader, if active and no geometry shader is active;
-
the vertex shader, otherwise
and clamped to the implementation-dependent point size range
[pointSizeRange[0],pointSizeRange[1]].
The value written to PointSize must be greater than zero.
Not all point sizes need be supported, but the size 1.0 must be supported.
The range of supported sizes and the size of evenly-spaced gradations within
that range are implementation-dependent.
The range and gradations are obtained from the pointSizeRange and
pointSizeGranularity members of VkPhysicalDeviceLimits.
If, for instance, the size range is from 0.1 to 2.0 and the gradation size
is 0.1, then the size 0.1, 0.2, …, 1.9, 2.0 are supported.
Additional point sizes may also be supported.
There is no requirement that these sizes be equally spaced.
If an unsupported size is requested, the nearest supported size is used
instead.
Further, if the render pass has a fragment density map attachment, point size may be rounded by the implementation to a multiple of the fragment’s width or height.
26.9.1. Basic Point Rasterization
Point rasterization produces a fragment for each fragment area group of
framebuffer pixels with one or more sample points that intersect a region
centered at the point’s (xf,yf).
This region is a square with side equal to the current point size.
Coverage bits that correspond to sample points that intersect the region are
1, other coverage bits are 0.
All fragments produced in rasterizing a point are assigned the same
associated data, which are those of the vertex corresponding to the point.
However, the fragment shader built-in PointCoord contains point sprite
texture coordinates.
The s and t point sprite texture coordinates vary from zero to
one across the point horizontally left-to-right and top-to-bottom,
respectively.
The following formulas are used to evaluate s and t:
where size is the point’s size; (xp,yp) is the location at which the point sprite coordinates are evaluated - this may be the framebuffer coordinates of the fragment center, or the location of a sample; and (xf,yf) is the exact, unrounded framebuffer coordinate of the vertex for the point.
26.10. Line Segments
A line is drawn by generating a set of fragments overlapping a rectangle centered on the line segment. Each line segment has an associated width that controls the width of that rectangle.
The line width is specified by the
VkPipelineRasterizationStateCreateInfo::lineWidth property of
the currently active pipeline, if the pipeline was not created with
VK_DYNAMIC_STATE_LINE_WIDTH enabled.
Otherwise, the line width is set by calling vkCmdSetLineWidth:
void vkCmdSetLineWidth(
VkCommandBuffer commandBuffer,
float lineWidth);
-
commandBufferis the command buffer into which the command will be recorded. -
lineWidthis the width of rasterized line segments.
Not all line widths need be supported for line segment rasterization, but
width 1.0 antialiased segments must be provided.
The range and gradations are obtained from the lineWidthRange and
lineWidthGranularity members of VkPhysicalDeviceLimits.
If, for instance, the size range is from 0.1 to 2.0 and the gradation size
is 0.1, then the size 0.1, 0.2, …, 1.9, 2.0 are supported.
Additional line widths may also be supported.
There is no requirement that these widths be equally spaced.
If an unsupported width is requested, the nearest supported width is used
instead.
Further, if the render pass has a fragment density map attachment, line width may be rounded by the implementation to a multiple of the fragment’s width or height.
26.10.1. Basic Line Segment Rasterization
Rasterized line segments produce fragments which intersect a rectangle centered on the line segment. Two of the edges are parallel to the specified line segment; each is at a distance of one-half the current width from that segment in directions perpendicular to the direction of the line. The other two edges pass through the line endpoints and are perpendicular to the direction of the specified line segment. Coverage bits that correspond to sample points that intersect the rectangle are 1, other coverage bits are 0.
Next we specify how the data associated with each rasterized fragment are
obtained.
Let pr = (xd, yd) be the framebuffer coordinates at which
associated data are evaluated.
This may be the center of a fragment or the location of a sample within the
fragment.
When rasterizationSamples is VK_SAMPLE_COUNT_1_BIT, the fragment
center must be used.
Let pa = (xa, ya) and pb = (xb,yb) be
initial and final endpoints of the line segment, respectively.
Set
(Note that t = 0 at pa and t = 1 at pb. Also note that this calculation projects the vector from pa to pr onto the line, and thus computes the normalized distance of the fragment along the line.)
The value of an associated datum f for the fragment, whether it be a shader output or the clip w coordinate, must be determined using perspective interpolation:
where fa and fb are the data associated with the starting and ending endpoints of the segment, respectively; wa and wb are the clip w coordinates of the starting and ending endpoints of the segments, respectively.
Depth values for lines must be determined using linear interpolation:
-
z = (1 - t) za + t zb
where za and zb are the depth values of the starting and ending endpoints of the segment, respectively.
The NoPerspective and Flat
interpolation decorations can be used
with fragment shader inputs to declare how they are interpolated.
When neither decoration is applied, perspective interpolation is performed as described above.
When the NoPerspective decoration is used, linear interpolation is performed in the same fashion as for depth values,
as described above.
When the Flat decoration is used, no interpolation is performed, and
outputs are taken from the corresponding input value of the
provoking vertex corresponding to that
primitive.
When the fragmentShaderBarycentric feature is enabled, the
PerVertexNV interpolation
decoration can also be used with fragment shader inputs which indicate
that the decorated inputs are not interpolated and can only be accessed
using an extra array dimension, where the extra index identifies one of the
vertices of the primitive that produced the fragment.
The above description documents the preferred method of line rasterization,
and must be used when the implementation advertises the strictLines
limit in VkPhysicalDeviceLimits as VK_TRUE.
When strictLines is VK_FALSE, the edges of the lines are
generated as a parallelogram surrounding the original line.
The major axis is chosen by noting the axis in which there is the greatest
distance between the line start and end points.
If the difference is equal in both directions then the X axis is chosen as
the major axis.
Edges 2 and 3 are aligned to the minor axis and are centered on the
endpoints of the line as in Non strict lines, and each is
lineWidth long.
Edges 0 and 1 are parallel to the line and connect the endpoints of edges 2
and 3.
Coverage bits that correspond to sample points that intersect the
parallelogram are 1, other coverage bits are 0.
Samples that fall exactly on the edge of the parallelogram follow the polygon rasterization rules.
Interpolation occurs as if the parallelogram was decomposed into two triangles where each pair of vertices at each end of the line has identical attributes.
26.11. Polygons
A polygon results from the decomposition of a triangle strip, triangle fan or a series of independent triangles. Like points and line segments, polygon rasterization is controlled by several variables in the VkPipelineRasterizationStateCreateInfo structure.
26.11.1. Basic Polygon Rasterization
The first step of polygon rasterization is to determine whether the triangle is back-facing or front-facing. This determination is made based on the sign of the (clipped or unclipped) polygon’s area computed in framebuffer coordinates. One way to compute this area is:
where \(x_f^i\) and \(y_f^i\) are the x and y framebuffer coordinates of the ith vertex of the n-vertex polygon (vertices are numbered starting at zero for the purposes of this computation) and i ⊕ 1 is (i + 1) mod n.
The interpretation of the sign of a is determined by the
VkPipelineRasterizationStateCreateInfo::frontFace property of
the currently active pipeline.
Possible values are:
typedef enum VkFrontFace {
VK_FRONT_FACE_COUNTER_CLOCKWISE = 0,
VK_FRONT_FACE_CLOCKWISE = 1,
VK_FRONT_FACE_MAX_ENUM = 0x7FFFFFFF
} VkFrontFace;
-
VK_FRONT_FACE_COUNTER_CLOCKWISEspecifies that a triangle with positive area is considered front-facing. -
VK_FRONT_FACE_CLOCKWISEspecifies that a triangle with negative area is considered front-facing.
Any triangle which is not front-facing is back-facing, including zero-area triangles.
Once the orientation of triangles is determined, they are culled according
to the VkPipelineRasterizationStateCreateInfo::cullMode property
of the currently active pipeline.
Possible values are:
typedef enum VkCullModeFlagBits {
VK_CULL_MODE_NONE = 0,
VK_CULL_MODE_FRONT_BIT = 0x00000001,
VK_CULL_MODE_BACK_BIT = 0x00000002,
VK_CULL_MODE_FRONT_AND_BACK = 0x00000003,
VK_CULL_MODE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF
} VkCullModeFlagBits;
-
VK_CULL_MODE_NONEspecifies that no triangles are discarded -
VK_CULL_MODE_FRONT_BITspecifies that front-facing triangles are discarded -
VK_CULL_MODE_BACK_BITspecifies that back-facing triangles are discarded -
VK_CULL_MODE_FRONT_AND_BACKspecifies that all triangles are discarded.
Following culling, fragments are produced for any triangles which have not been discarded.
typedef VkFlags VkCullModeFlags;
VkCullModeFlags is a bitmask type for setting a mask of zero or more
VkCullModeFlagBits.
The rule for determining which fragments are produced by polygon rasterization is called point sampling. The two-dimensional projection obtained by taking the x and y framebuffer coordinates of the polygon’s vertices is formed. Fragments are produced for any fragment area groups of pixels for which any sample points lie inside of this polygon. Coverage bits that correspond to sample points that satisfy the point sampling criteria are 1, other coverage bits are 0. Special treatment is given to a sample whose sample location lies on a polygon edge. In such a case, if two polygons lie on either side of a common edge (with identical endpoints) on which a sample point lies, then exactly one of the polygons must result in a covered sample for that fragment during rasterization. As for the data associated with each fragment produced by rasterizing a polygon, we begin by specifying how these values are produced for fragments in a triangle. Define barycentric coordinates for a triangle. Barycentric coordinates are a set of three numbers, a, b, and c, each in the range [0,1], with a + b + c = 1. These coordinates uniquely specify any point p within the triangle or on the triangle’s boundary as
-
p = a pa + b pb + c pc
where pa, pb, and pc are the vertices of the triangle. a, b, and c are determined by:
where A(lmn) denotes the area in framebuffer coordinates of the triangle with vertices l, m, and n.
Denote an associated datum at pa, pb, or pc as fa, fb, or fc, respectively.
The value of an associated datum f for a fragment produced by rasterizing a triangle, whether it be a shader output or the clip w coordinate, must be determined using perspective interpolation:
where wa, wb, and wc are the clip w
coordinates of pa, pb, and pc, respectively.
a, b, and c are the barycentric coordinates of the
location at which the data are produced - this must be the location of the
fragment center or the location of a sample.
When rasterizationSamples is VK_SAMPLE_COUNT_1_BIT, the fragment
center must be used.
Depth values for triangles must be determined using linear interpolation:
-
z = a za + b zb + c zc
where za, zb, and zc are the depth values of pa, pb, and pc, respectively.
The NoPerspective and Flat
interpolation decorations can be used
with fragment shader inputs to declare how they are interpolated.
When neither decoration is applied, perspective interpolation is performed as described above.
When the NoPerspective decoration is used,
linear interpolation is performed in the
same fashion as for depth values, as described above.
When the Flat decoration is used, no interpolation is performed, and
outputs are taken from the corresponding input value of the
provoking vertex corresponding to that
primitive.
When the VK_AMD_shader_explicit_vertex_parameter device extension is
enabled the CustomInterpAMD interpolation decoration can also be used with fragment shader inputs
which indicate that the decorated inputs can only be accessed by the
extended instruction InterpolateAtVertexAMD and allows accessing the
value of the inputs for individual vertices of the primitive.
When the fragmentShaderBarycentric feature is enabled, the
PerVertexNV interpolation
decoration can also be used with fragment shader inputs which indicate
that the decorated inputs are not interpolated and can only be accessed
using an extra array dimension, where the extra index identifies one of the
vertices of the primitive that produced the fragment.
For a polygon with more than three edges, such as are produced by clipping a triangle, a convex combination of the values of the datum at the polygon’s vertices must be used to obtain the value assigned to each fragment produced by the rasterization algorithm. That is, it must be the case that at every fragment
where n is the number of vertices in the polygon and fi is the value of f at vertex i. For each i, 0 ≤ ai ≤ 1 and \(\sum_{i=1}^{n}a_i = 1\). The values of ai may differ from fragment to fragment, but at vertex i, ai = 1 and aj = 0 for j ≠ i.
|
Note
One algorithm that achieves the required behavior is to triangulate a polygon (without adding any vertices) and then treat each triangle individually as already discussed. A scan-line rasterizer that linearly interpolates data along each edge and then linearly interpolates data across each horizontal span from edge to edge also satisfies the restrictions (in this case, the numerator and denominator of equation [triangle_perspective_interpolation] are iterated independently and a division performed for each fragment). |
26.11.2. Polygon Mode
Possible values of the
VkPipelineRasterizationStateCreateInfo::polygonMode property of
the currently active pipeline, specifying the method of rasterization for
polygons, are:
typedef enum VkPolygonMode {
VK_POLYGON_MODE_FILL = 0,
VK_POLYGON_MODE_LINE = 1,
VK_POLYGON_MODE_POINT = 2,
VK_POLYGON_MODE_FILL_RECTANGLE_NV = 1000153000,
VK_POLYGON_MODE_MAX_ENUM = 0x7FFFFFFF
} VkPolygonMode;
-
VK_POLYGON_MODE_POINTspecifies that polygon vertices are drawn as points. -
VK_POLYGON_MODE_LINEspecifies that polygon edges are drawn as line segments. -
VK_POLYGON_MODE_FILLspecifies that polygons are rendered using the polygon rasterization rules in this section. -
VK_POLYGON_MODE_FILL_RECTANGLE_NVspecifies that polygons are rendered using polygon rasterization rules, modified to consider a sample within the primitive if the sample location is inside the axis-aligned bounding box of the triangle after projection. Note that the barycentric weights used in attribute interpolation can extend outside the range [0,1] when these primitives are shaded. Special treatment is given to a sample position on the boundary edge of the bounding box. In such a case, if two rectangles lie on either side of a common edge (with identical endpoints) on which a sample position lies, then exactly one of the triangles must produce a fragment that covers that sample during rasterization.Polygons rendered in
VK_POLYGON_MODE_FILL_RECTANGLE_NVmode may be clipped by the frustum or by user clip planes. If clipping is applied, the triangle is culled rather than clipped.Area calculation and facingness are determined for
VK_POLYGON_MODE_FILL_RECTANGLE_NVmode using the triangle’s vertices.
These modes affect only the final rasterization of polygons: in particular, a polygon’s vertices are shaded and the polygon is clipped and possibly culled before these modes are applied.
26.11.3. Depth Bias
The depth values of all fragments generated by the rasterization of a
polygon can be offset by a single value that is computed for that polygon.
This behavior is controlled by the depthBiasEnable,
depthBiasConstantFactor, depthBiasClamp, and
depthBiasSlopeFactor members of
VkPipelineRasterizationStateCreateInfo, or by the corresponding
parameters to the vkCmdSetDepthBias command if depth bias state is
dynamic.
void vkCmdSetDepthBias(
VkCommandBuffer commandBuffer,
float depthBiasConstantFactor,
float depthBiasClamp,
float depthBiasSlopeFactor);
-
commandBufferis the command buffer into which the command will be recorded. -
depthBiasConstantFactoris a scalar factor controlling the constant depth value added to each fragment. -
depthBiasClampis the maximum (or minimum) depth bias of a fragment. -
depthBiasSlopeFactoris a scalar factor applied to a fragment’s slope in depth bias calculations.
If depthBiasEnable is VK_FALSE, no depth bias is applied and the
fragment’s depth values are unchanged.
depthBiasSlopeFactor scales the maximum depth slope of the polygon,
and depthBiasConstantFactor scales an implementation-dependent
constant that relates to the usable resolution of the depth buffer.
The resulting values are summed to produce the depth bias value which is
then clamped to a minimum or maximum value specified by
depthBiasClamp.
depthBiasSlopeFactor, depthBiasConstantFactor, and
depthBiasClamp can each be positive, negative, or zero.
The maximum depth slope m of a triangle is
where (xf, yf, zf) is a point on the triangle. m may be approximated as
The minimum resolvable difference r is an implementation-dependent
parameter that depends on the depth buffer representation.
It is the smallest difference in framebuffer coordinate z values that
is guaranteed to remain distinct throughout polygon rasterization and in the
depth buffer.
All pairs of fragments generated by the rasterization of two polygons with
otherwise identical vertices, but zf values that differ by
r, will have distinct depth values.
For fixed-point depth buffer representations, r is constant throughout the range of the entire depth buffer. For floating-point depth buffers, there is no single minimum resolvable difference. In this case, the minimum resolvable difference for a given polygon is dependent on the maximum exponent, e, in the range of z values spanned by the primitive. If n is the number of bits in the floating-point mantissa, the minimum resolvable difference, r, for the given primitive is defined as
-
r = 2e-n
If a triangle is rasterized using the
VK_POLYGON_MODE_FILL_RECTANGLE_NV polygon mode, then this minimum
resolvable difference may not be resolvable for samples outside of the
triangle, where the depth is extrapolated.
If no depth buffer is present, r is undefined.
The bias value o for a polygon is
m is computed as described above. If the depth buffer uses a fixed-point representation, m is a function of depth values in the range [0,1], and o is applied to depth values in the same range.
For fixed-point depth buffers, fragment depth values are always limited to
the range [0,1] by clamping after depth bias addition is performed.
Unless the VK_EXT_depth_range_unrestricted extension is enabled,
fragment depth values are clamped even when the depth buffer uses a
floating-point representation.
26.11.4. Conservative Rasterization
Polygon rasterization can be made conservative by setting
conservativeRasterizationMode to
VK_CONSERVATIVE_RASTERIZATION_MODE_OVERESTIMATE_EXT or
VK_CONSERVATIVE_RASTERIZATION_MODE_UNDERESTIMATE_EXT in
VkPipelineRasterizationConservativeStateCreateInfoEXT.
The VkPipelineRasterizationConservativeStateCreateInfoEXT state is set
by adding an instance of this structure to the pNext chain of an
instance of the VkPipelineRasterizationStateCreateInfo structure when
creating the graphics pipeline.
Enabling these modes also affects line and point rasterization if the
implementation sets
VkPhysicalDeviceConservativeRasterizationPropertiesEXT::conservativePointAndLineRasterization
to VK_TRUE.
VkPipelineRasterizationConservativeStateCreateInfoEXT is defined as:
typedef struct VkPipelineRasterizationConservativeStateCreateInfoEXT {
VkStructureType sType;
const void* pNext;
VkPipelineRasterizationConservativeStateCreateFlagsEXT flags;
VkConservativeRasterizationModeEXT conservativeRasterizationMode;
float extraPrimitiveOverestimationSize;
} VkPipelineRasterizationConservativeStateCreateInfoEXT;
-
sTypeis the type of this structure. -
pNextisNULLor a pointer to an extension-specific structure. -
flagsis reserved for future use. -
conservativeRasterizationModeis the conservative rasterization mode to use. -
extraPrimitiveOverestimationSizeis the extra size in pixels to increase the generating primitive during conservative rasterization at each of its edges inXandYequally in screen space beyond the base overestimation specified inVkPhysicalDeviceConservativeRasterizationPropertiesEXT::primitiveOverestimationSize.
typedef VkFlags VkPipelineRasterizationConservativeStateCreateFlagsEXT;
VkPipelineRasterizationConservativeStateCreateFlagsEXT is a bitmask
type for setting a mask, but is currently reserved for future use.
Possible values of
VkPipelineRasterizationConservativeStateCreateInfoEXT::conservativeRasterizationMode,
specifying the conservative rasterization mode are:
typedef enum VkConservativeRasterizationModeEXT {
VK_CONSERVATIVE_RASTERIZATION_MODE_DISABLED_EXT = 0,
VK_CONSERVATIVE_RASTERIZATION_MODE_OVERESTIMATE_EXT = 1,
VK_CONSERVATIVE_RASTERIZATION_MODE_UNDERESTIMATE_EXT = 2,
VK_CONSERVATIVE_RASTERIZATION_MODE_MAX_ENUM_EXT = 0x7FFFFFFF
} VkConservativeRasterizationModeEXT;
-
VK_CONSERVATIVE_RASTERIZATION_MODE_DISABLED_EXTspecifies that conservative rasterization is disabled and rasterization proceeds as normal. -
VK_CONSERVATIVE_RASTERIZATION_MODE_OVERESTIMATE_EXTspecifies that conservative rasterization is enabled in overestimation mode. -
VK_CONSERVATIVE_RASTERIZATION_MODE_UNDERESTIMATE_EXTspecifies that conservative rasterization is enabled in underestimation mode.
When overestimate conservative rasterization is enabled, rather than evaluating coverage at individual sample locations, a determination is made of whether any portion of the pixel (including its edges and corners) is covered by the primitive. If any portion of the pixel is covered, then all bits of the coverage sample mask for the fragment corresponding to that pixel are enabled. If the render pass has a fragment density map attachment and any bit of the coverage sample mask for the fragment is enabled, then all bits of the coverage sample mask for the fragment are enabled.
If the implementation supports
VkPhysicalDeviceConservativeRasterizationPropertiesEXT::conservativeRasterizationPostDepthCoverage
and the
PostDepthCoverage
execution mode is specified the SampleMask built-in input variable will
reflect the coverage after the early per-fragment depth and stencil tests
are applied.
For the purposes of evaluating which pixels are covered by the primitive,
implementations can increase the size of the primitive by up to
VkPhysicalDeviceConservativeRasterizationPropertiesEXT::primitiveOverestimationSize
pixels at each of the primitive edges.
This may increase the number of fragments generated by this primitive and
represents an overestimation of the pixel coverage.
This overestimation size can be increased further by setting the
extraPrimitiveOverestimationSize value above 0.0 in steps of
VkPhysicalDeviceConservativeRasterizationPropertiesEXT::extraPrimitiveOverestimationSizeGranularity
up to and including
VkPhysicalDeviceConservativeRasterizationPropertiesEXT::extraPrimitiveOverestimationSize.
This will: further increase the number of fragments generated by this
primitive.
The actual precision of the overestimation size used for conservative
rasterization may vary between implementations and produce results that
only approximate the primitiveOverestimationSize and
extraPrimitiveOverestimationSizeGranularity properties.
Implementations may especially vary these approximations when the render
pass has a fragment density map and the fragment area covers multiple
pixels.
For triangles if VK_CONSERVATIVE_RASTERIZATION_MODE_OVERESTIMATE_EXT
is enabled, fragments will be generated if the primitive area covers any
portion of any pixel inside the fragment area, including their edges or
corners.
The tie-breaking rule described in Basic Polygon
Rasterization does not apply during conservative rasterization and
coverage is set for all fragments generated from shared edges of polygons.
Degenerate triangles that evaluate to zero area after rasterization, even
for pixels that contain a vertex or edge of the zero-area polygon, will be
culled if
VkPhysicalDeviceConservativeRasterizationPropertiesEXT::degenerateTrianglesRasterized
is VK_FALSE or will generate fragments if
degenerateTrianglesRasterized is VK_TRUE.
The fragment input values for these degenerate triangles take their
attribute and depth values from the provoking vertex.
Degenerate triangles are considered backfacing and the application can
enable backface culling if desired.
Triangles that are zero area before rasterization may be culled regardless.
For lines if VK_CONSERVATIVE_RASTERIZATION_MODE_OVERESTIMATE_EXT is
enabled, and the implementation sets
VkPhysicalDeviceConservativeRasterizationPropertiesEXT::conservativePointAndLineRasterization
to VK_TRUE, fragments will be generated if the line covers any portion
of any pixel inside the fragment area, including their edges or corners.
Degenerate lines that evaluate to zero length after rasterization will be
culled if
VkPhysicalDeviceConservativeRasterizationPropertiesEXT::degenerateLinesRasterized
is VK_FALSE or will generate fragments if
degenerateLinesRasterized is VK_TRUE.
The fragments input values for these degenerate lines take their attribute
and depth values from the provoking vertex.
Lines that are zero length before rasterization may be culled regardless.
For points if VK_CONSERVATIVE_RASTERIZATION_MODE_OVERESTIMATE_EXT is
enabled, and the implementation sets
VkPhysicalDeviceConservativeRasterizationPropertiesEXT::conservativePointAndLineRasterization
to VK_TRUE, fragments will be generated if the point square covers any
portion of any pixel inside the fragment area, including their edges or
corners.
When underestimate conservative rasterization is enabled, rather than evaluating coverage at individual sample locations, a determination is made of whether all of the pixel (including its edges and corners) is covered by the primitive. If the entire pixel is covered, then a fragment is generated with all bits of its coverage sample mask corresponding to the pixel enabled, otherwise the pixel is not considered covered even if some portion of the pixel is covered. The fragment is discarded if no pixels inside the fragment area are considered covered. If the render pass has a fragment density map attachment and any pixel inside the fragment area is not considered covered, then the fragment is discarded even if some pixels are considered covered.
If the implementation supports
VkPhysicalDeviceConservativeRasterizationPropertiesEXT::conservativeRasterizationPostDepthCoverage
and the
PostDepthCoverage
execution mode is specified the SampleMask built-in input variable will
reflect the coverage after the early per-fragment depth and stencil tests
are applied.
For triangles, if VK_CONSERVATIVE_RASTERIZATION_MODE_UNDERESTIMATE_EXT
is enabled, fragments will only be generated if any pixel inside the
fragment area is fully covered by the generating primitive, including its
edges and corners.
For lines, if VK_CONSERVATIVE_RASTERIZATION_MODE_UNDERESTIMATE_EXT is
enabled, fragments will be generated if any pixel inside the fragment area,
including its edges and corners, are entirely covered by the line.
For points, if VK_CONSERVATIVE_RASTERIZATION_MODE_UNDERESTIMATE_EXT is
enabled, fragments will only be generated if the point square covers the
entirety of any pixel square inside the fragment area, including its edges
or corners.
If the render pass has a fragment density map and
VK_CONSERVATIVE_RASTERIZATION_MODE_UNDERESTIMATE_EXT is enabled,
fragments will only be generated if the entirety of all pixels inside the
fragment area are covered by the generating primitive, line, or point.
For both overestimate and underestimate conservative rasterization modes a
fragment has all of its pixel squares fully covered by the generating
primitive must set FullyCoveredEXT to VK_TRUE if the
implementation enables the
VkPhysicalDeviceConservativeRasterizationPropertiesEXT::fullyCoveredFragmentShaderInputVariable
feature.
When the use of a shading rate image
results in fragments covering multiple pixels, coverage for conservative
rasterization is still evaluated on a per-pixel basis and may result in
fragments with partial coverage.
For fragment shader inputs decorated with FullyCoveredEXT, a fragment
is considered fully covered if and only if all pixels in the fragment are
fully covered by the generating primitive.