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29. Fragment Operations

Fragments produced by rasterization go through a number of operations to determine whether or how values produced by fragment shading are written to the framebuffer.

The following fragment operations adhere to rasterization order, and are typically performed in this order:

The coverage mask generated by rasterization describes the initial coverage of each sample covered by the fragment. Fragment operations will update the coverage mask to add or subtract coverage where appropriate. If a fragment operation results in all bits of the coverage mask being 0, the fragment is discarded, and no further operations are performed. Fragments can also be programmatically discarded in a fragment shader by executing one of

  • OpTerminateInvocation

  • OpDemoteToHelperInvocationEXT

  • OpKill.

When one of the fragment operations in this chapter is described as “replacing” a fragment shader output, that output is replaced unconditionally, even if no fragment shader previously wrote to that output.

If there is a fragment shader and it declares the PostDepthCoverage execution mode, the sample mask test is instead performed after the depth test.

If VkPhysicalDeviceMaintenance5PropertiesKHR::earlyFragmentMultisampleCoverageAfterSampleCounting is set to VK_TRUE and there is a fragment shader which declares the EarlyFragmentTests execution mode, fragment shading and multisample coverage operations must be performed after sample counting.

Otherwise, if VkPhysicalDeviceMaintenance5PropertiesKHR::earlyFragmentMultisampleCoverageAfterSampleCounting is set to VK_FALSE and there is a fragment shader which declares the EarlyFragmentTests execution mode, fragment shading and multisample coverage operations should instead be performed after sample counting, but may be performed before sample counting.

If VkPhysicalDeviceMaintenance5PropertiesKHR::earlyFragmentSampleMaskTestBeforeSampleCounting is set to VK_TRUE and there is a fragment shader which declares the EarlyFragmentTests execution mode sample mask test operations must follow the order of fragment operations from above.

Otherwise, if VkPhysicalDeviceMaintenance5PropertiesKHR::earlyFragmentSampleMaskTestBeforeSampleCounting is set to VK_FALSE and there is a fragment shader which declares the EarlyFragmentTests execution mode, sample mask test operations should follow the order of fragment operations from above but may instead be performed after sample counting.

If there is a fragment shader which declares the EarlyAndLateFragmentTestsAMD execution mode, and it does not declare the DepthReplacing or StencilRefReplacingEXT execution mode, fragment shading and multisample coverage operations are instead be performed after sample counting.

For a pipeline with the following properties:

  • a fragment shader is specified

  • the fragment shader either specifies EarlyAndLateFragmentTestsAMD or does not write to storage resources;

  • the fragment shader specifies the StencilRefReplacingEXT execution mode;

  • either

    • the fragment shader specifies the StencilRefUnchangedFrontAMD execution mode;

    • the fragment shader specifies the StencilRefLessFrontAMD execution mode and the pipeline uses a VkPipelineDepthStencilStateCreateInfo::front.compareOp of VK_COMPARE_OP_GREATER or VK_COMPARE_OP_GREATER_OR_EQUAL; or

    • the fragment shader specifies the StencilRefGreaterFrontAMD execution mode and the pipeline uses a VkPipelineDepthStencilStateCreateInfo::front.compareOp of VK_COMPARE_OP_LESS or VK_COMPARE_OP_LESS_OR_EQUAL; and

  • either

    • the fragment shader specifies the StencilRefUnchangedBackAMD execution mode;

    • the fragment shader specifies the StencilRefLessBackAMD execution mode and the pipeline uses a VkPipelineDepthStencilStateCreateInfo::back.compareOp of VK_COMPARE_OP_GREATER or VK_COMPARE_OP_GREATER_OR_EQUAL; or

    • the fragment shader specifies the StencilRefGreaterBackAMD execution mode and the pipeline uses a VkPipelineDepthStencilStateCreateInfo::back.compareOp of VK_COMPARE_OP_LESS or VK_COMPARE_OP_LESS_OR_EQUAL

an additional stencil test may be performed before fragment shading, using the stencil reference value specified by VkPipelineDepthStencilStateCreateInfo::front.reference or VkPipelineDepthStencilStateCreateInfo::back.reference.

For a pipeline with the following properties:

  • a fragment shader is specified

  • the fragment shader either specifies EarlyAndLateFragmentTestsAMD or does not write to storage resources;

  • the fragment shader specifies the DepthReplacing execution mode; and

  • either

    • the fragment shader specifies the DepthUnchanged execution mode;

    • the fragment shader specifies the DepthLess execution mode and the pipeline uses a VkPipelineDepthStencilStateCreateInfo::depthCompareOp of VK_COMPARE_OP_GREATER or VK_COMPARE_OP_GREATER_OR_EQUAL; or

    • the fragment shader specifies the DepthGreater execution mode and the pipeline uses a VkPipelineDepthStencilStateCreateInfo::depthCompareOp of VK_COMPARE_OP_LESS or VK_COMPARE_OP_LESS_OR_EQUAL

the implementation may perform depth bounds test before fragment shading and perform an additional depth test immediately after that using the interpolated depth value generated by rasterization.

Once all fragment operations have completed, fragment shader outputs for covered color attachment samples pass through framebuffer operations.

29.1. Discard Rectangles Test

The discard rectangle test compares the framebuffer coordinates (xf,yf) of each sample covered by a fragment against a set of discard rectangles.

Each discard rectangle is defined by a VkRect2D. These values are either set by the VkPipelineDiscardRectangleStateCreateInfoEXT structure during pipeline creation, or dynamically by the vkCmdSetDiscardRectangleEXT command.

A given sample is considered inside a discard rectangle if the xf is in the range [VkRect2D::offset.x, VkRect2D::offset.x + VkRect2D::extent.x), and yf is in the range [VkRect2D::offset.y, VkRect2D::offset.y + VkRect2D::extent.y). If the test is set to be inclusive, samples that are not inside any of the discard rectangles will have their coverage set to 0. If the test is set to be exclusive, samples that are inside any of the discard rectangles will have their coverage set to 0.

If no discard rectangles are specified, the coverage mask is unmodified by this operation.

The VkPipelineDiscardRectangleStateCreateInfoEXT structure is defined as:

// Provided by VK_EXT_discard_rectangles
typedef struct VkPipelineDiscardRectangleStateCreateInfoEXT {
    VkStructureType                                  sType;
    const void*                                      pNext;
    VkPipelineDiscardRectangleStateCreateFlagsEXT    flags;
    VkDiscardRectangleModeEXT                        discardRectangleMode;
    uint32_t                                         discardRectangleCount;
    const VkRect2D*                                  pDiscardRectangles;
} VkPipelineDiscardRectangleStateCreateInfoEXT;
  • sType is a VkStructureType value identifying this structure.

  • pNext is NULL or a pointer to a structure extending this structure.

  • flags is reserved for future use.

  • discardRectangleMode is a VkDiscardRectangleModeEXT value determining whether the discard rectangle test is inclusive or exclusive.

  • discardRectangleCount is the number of discard rectangles to use.

  • pDiscardRectangles is a pointer to an array of VkRect2D structures defining discard rectangles.

If the VK_DYNAMIC_STATE_DISCARD_RECTANGLE_EXT dynamic state is enabled for a pipeline, the pDiscardRectangles member is ignored. If the VK_DYNAMIC_STATE_DISCARD_RECTANGLE_ENABLE_EXT dynamic state is not enabled for the pipeline the presence of this structure in the VkGraphicsPipelineCreateInfo chain, and a discardRectangleCount greater than zero, implicitly enables discard rectangles in the pipeline, otherwise discard rectangles must enabled or disabled by vkCmdSetDiscardRectangleEnableEXT. If the VK_DYNAMIC_STATE_DISCARD_RECTANGLE_MODE_EXT dynamic state is enabled for the pipeline, the discardRectangleMode member is ignored, and the discard rectangle mode must be set by vkCmdSetDiscardRectangleModeEXT.

When this structure is included in the pNext chain of VkGraphicsPipelineCreateInfo, it defines parameters of the discard rectangle test. If the VK_DYNAMIC_STATE_DISCARD_RECTANGLE_EXT dynamic state is not enabled, and this structure is not included in the pNext chain, it is equivalent to specifying this structure with a discardRectangleCount of 0.

Valid Usage
  • VUID-VkPipelineDiscardRectangleStateCreateInfoEXT-discardRectangleCount-00582
    discardRectangleCount must be less than or equal to VkPhysicalDeviceDiscardRectanglePropertiesEXT::maxDiscardRectangles

Valid Usage (Implicit)
  • VUID-VkPipelineDiscardRectangleStateCreateInfoEXT-sType-sType
    sType must be VK_STRUCTURE_TYPE_PIPELINE_DISCARD_RECTANGLE_STATE_CREATE_INFO_EXT

  • VUID-VkPipelineDiscardRectangleStateCreateInfoEXT-flags-zerobitmask
    flags must be 0

  • VUID-VkPipelineDiscardRectangleStateCreateInfoEXT-discardRectangleMode-parameter
    discardRectangleMode must be a valid VkDiscardRectangleModeEXT value

// Provided by VK_EXT_discard_rectangles
typedef VkFlags VkPipelineDiscardRectangleStateCreateFlagsEXT;

VkPipelineDiscardRectangleStateCreateFlagsEXT is a bitmask type for setting a mask, but is currently reserved for future use.

VkDiscardRectangleModeEXT values are:

// Provided by VK_EXT_discard_rectangles
typedef enum VkDiscardRectangleModeEXT {
    VK_DISCARD_RECTANGLE_MODE_INCLUSIVE_EXT = 0,
    VK_DISCARD_RECTANGLE_MODE_EXCLUSIVE_EXT = 1,
} VkDiscardRectangleModeEXT;
  • VK_DISCARD_RECTANGLE_MODE_INCLUSIVE_EXT specifies that the discard rectangle test is inclusive.

  • VK_DISCARD_RECTANGLE_MODE_EXCLUSIVE_EXT specifies that the discard rectangle test is exclusive.

To dynamically set the discard rectangles, call:

// Provided by VK_EXT_discard_rectangles
void vkCmdSetDiscardRectangleEXT(
    VkCommandBuffer                             commandBuffer,
    uint32_t                                    firstDiscardRectangle,
    uint32_t                                    discardRectangleCount,
    const VkRect2D*                             pDiscardRectangles);
  • commandBuffer is the command buffer into which the command will be recorded.

  • firstDiscardRectangle is the index of the first discard rectangle whose state is updated by the command.

  • discardRectangleCount is the number of discard rectangles whose state are updated by the command.

  • pDiscardRectangles is a pointer to an array of VkRect2D structures specifying discard rectangles.

The discard rectangle taken from element i of pDiscardRectangles replace the current state for the discard rectangle at index firstDiscardRectangle + i, for i in [0, discardRectangleCount).

This command sets the discard rectangles for subsequent drawing commands when drawing using shader objects, or when the graphics pipeline is created with VK_DYNAMIC_STATE_DISCARD_RECTANGLE_EXT set in VkPipelineDynamicStateCreateInfo::pDynamicStates. Otherwise, this state is specified by the VkPipelineDiscardRectangleStateCreateInfoEXT::pDiscardRectangles values used to create the currently active pipeline.

Valid Usage
  • VUID-vkCmdSetDiscardRectangleEXT-firstDiscardRectangle-00585
    The sum of firstDiscardRectangle and discardRectangleCount must be less than or equal to VkPhysicalDeviceDiscardRectanglePropertiesEXT::maxDiscardRectangles

  • VUID-vkCmdSetDiscardRectangleEXT-x-00587
    The x and y member of offset in each VkRect2D element of pDiscardRectangles must be greater than or equal to 0

  • VUID-vkCmdSetDiscardRectangleEXT-offset-00588
    Evaluation of (offset.x + extent.width) in each VkRect2D element of pDiscardRectangles must not cause a signed integer addition overflow

  • VUID-vkCmdSetDiscardRectangleEXT-offset-00589
    Evaluation of (offset.y + extent.height) in each VkRect2D element of pDiscardRectangles must not cause a signed integer addition overflow

  • VUID-vkCmdSetDiscardRectangleEXT-viewportScissor2D-04788
    If this command is recorded in a secondary command buffer with VkCommandBufferInheritanceViewportScissorInfoNV::viewportScissor2D enabled, then this function must not be called

Valid Usage (Implicit)
  • VUID-vkCmdSetDiscardRectangleEXT-commandBuffer-parameter
    commandBuffer must be a valid VkCommandBuffer handle

  • VUID-vkCmdSetDiscardRectangleEXT-pDiscardRectangles-parameter
    pDiscardRectangles must be a valid pointer to an array of discardRectangleCount VkRect2D structures

  • VUID-vkCmdSetDiscardRectangleEXT-commandBuffer-recording
    commandBuffer must be in the recording state

  • VUID-vkCmdSetDiscardRectangleEXT-commandBuffer-cmdpool
    The VkCommandPool that commandBuffer was allocated from must support graphics operations

  • VUID-vkCmdSetDiscardRectangleEXT-videocoding
    This command must only be called outside of a video coding scope

  • VUID-vkCmdSetDiscardRectangleEXT-discardRectangleCount-arraylength
    discardRectangleCount must be greater than 0

Host Synchronization
  • Host access to commandBuffer must be externally synchronized

  • Host access to the VkCommandPool that commandBuffer was allocated from must be externally synchronized

Command Properties
Command Buffer Levels Render Pass Scope Video Coding Scope Supported Queue Types Command Type

Primary
Secondary

Both

Outside

Graphics

State

To dynamically set whether discard rectangles are enabled, call:

// Provided by VK_EXT_discard_rectangles
void vkCmdSetDiscardRectangleEnableEXT(
    VkCommandBuffer                             commandBuffer,
    VkBool32                                    discardRectangleEnable);
  • commandBuffer is the command buffer into which the command will be recorded.

  • discardRectangleEnable specifies whether discard rectangles are enabled or not.

This command sets the discard rectangle enable for subsequent drawing commands when drawing using shader objects, or when the graphics pipeline is created with VK_DYNAMIC_STATE_DISCARD_RECTANGLE_ENABLE_EXT set in VkPipelineDynamicStateCreateInfo::pDynamicStates. Otherwise, this state is implied by the VkPipelineDiscardRectangleStateCreateInfoEXT::discardRectangleCount value used to create the currently active pipeline, where a non-zero discardRectangleCount implicitly enables discard rectangles, otherwise they are disabled.

Valid Usage
  • VUID-vkCmdSetDiscardRectangleEnableEXT-specVersion-07851
    The VK_EXT_discard_rectangles extension must be enabled, and the implementation must support at least specVersion 2 of this extension

Valid Usage (Implicit)
  • VUID-vkCmdSetDiscardRectangleEnableEXT-commandBuffer-parameter
    commandBuffer must be a valid VkCommandBuffer handle

  • VUID-vkCmdSetDiscardRectangleEnableEXT-commandBuffer-recording
    commandBuffer must be in the recording state

  • VUID-vkCmdSetDiscardRectangleEnableEXT-commandBuffer-cmdpool
    The VkCommandPool that commandBuffer was allocated from must support graphics operations

  • VUID-vkCmdSetDiscardRectangleEnableEXT-videocoding
    This command must only be called outside of a video coding scope

Host Synchronization
  • Host access to commandBuffer must be externally synchronized

  • Host access to the VkCommandPool that commandBuffer was allocated from must be externally synchronized

Command Properties
Command Buffer Levels Render Pass Scope Video Coding Scope Supported Queue Types Command Type

Primary
Secondary

Both

Outside

Graphics

State

To dynamically set the discard rectangle mode, call:

// Provided by VK_EXT_discard_rectangles
void vkCmdSetDiscardRectangleModeEXT(
    VkCommandBuffer                             commandBuffer,
    VkDiscardRectangleModeEXT                   discardRectangleMode);
  • commandBuffer is the command buffer into which the command will be recorded.

  • discardRectangleMode specifies the discard rectangle mode for all discard rectangles, either inclusive or exclusive.

This command sets the discard rectangle mode for subsequent drawing commands when drawing using shader objects, or when the graphics pipeline is created with VK_DYNAMIC_STATE_DISCARD_RECTANGLE_MODE_EXT set in VkPipelineDynamicStateCreateInfo::pDynamicStates. Otherwise, this state is specified by the VkPipelineDiscardRectangleStateCreateInfoEXT::discardRectangleMode value used to create the currently active pipeline.

Valid Usage
  • VUID-vkCmdSetDiscardRectangleModeEXT-specVersion-07852
    The VK_EXT_discard_rectangles extension must be enabled, and the implementation must support at least specVersion 2 of this extension

Valid Usage (Implicit)
  • VUID-vkCmdSetDiscardRectangleModeEXT-commandBuffer-parameter
    commandBuffer must be a valid VkCommandBuffer handle

  • VUID-vkCmdSetDiscardRectangleModeEXT-discardRectangleMode-parameter
    discardRectangleMode must be a valid VkDiscardRectangleModeEXT value

  • VUID-vkCmdSetDiscardRectangleModeEXT-commandBuffer-recording
    commandBuffer must be in the recording state

  • VUID-vkCmdSetDiscardRectangleModeEXT-commandBuffer-cmdpool
    The VkCommandPool that commandBuffer was allocated from must support graphics operations

  • VUID-vkCmdSetDiscardRectangleModeEXT-videocoding
    This command must only be called outside of a video coding scope

Host Synchronization
  • Host access to commandBuffer must be externally synchronized

  • Host access to the VkCommandPool that commandBuffer was allocated from must be externally synchronized

Command Properties
Command Buffer Levels Render Pass Scope Video Coding Scope Supported Queue Types Command Type

Primary
Secondary

Both

Outside

Graphics

State

29.2. Scissor Test

The scissor test compares the framebuffer coordinates (xf,yf) of each sample covered by a fragment against a scissor rectangle at the index equal to the fragment’s ViewportIndex.

Each scissor rectangle is defined by a VkRect2D. These values are either set by the VkPipelineViewportStateCreateInfo structure during pipeline creation, or dynamically by the vkCmdSetScissor command.

A given sample is considered inside a scissor rectangle if xf is in the range [VkRect2D::offset.x, VkRect2D::offset.x + VkRect2D::extent.x), and yf is in the range [VkRect2D::offset.y, VkRect2D::offset.y + VkRect2D::extent.y). Samples with coordinates outside the scissor rectangle at the corresponding ViewportIndex will have their coverage set to 0.

If a render pass transform is enabled, the (offset.x and offset.y) and (extent.width and extent.height) values are transformed as described in render pass transform before participating in the scissor test.

To dynamically set the scissor rectangles, call:

// Provided by VK_VERSION_1_0
void vkCmdSetScissor(
    VkCommandBuffer                             commandBuffer,
    uint32_t                                    firstScissor,
    uint32_t                                    scissorCount,
    const VkRect2D*                             pScissors);
  • commandBuffer is the command buffer into which the command will be recorded.

  • firstScissor is the index of the first scissor whose state is updated by the command.

  • scissorCount is the number of scissors whose rectangles are updated by the command.

  • pScissors is a pointer to an array of VkRect2D structures defining scissor rectangles.

The scissor rectangles taken from element i of pScissors replace the current state for the scissor index firstScissor + i, for i in [0, scissorCount).

This command sets the scissor rectangles for subsequent drawing commands when drawing using shader objects, or when the graphics pipeline is created with VK_DYNAMIC_STATE_SCISSOR set in VkPipelineDynamicStateCreateInfo::pDynamicStates. Otherwise, this state is specified by the VkPipelineViewportStateCreateInfo::pScissors values used to create the currently active pipeline.

Valid Usage
  • VUID-vkCmdSetScissor-firstScissor-00592
    The sum of firstScissor and scissorCount must be between 1 and VkPhysicalDeviceLimits::maxViewports, inclusive

  • VUID-vkCmdSetScissor-firstScissor-00593
    If the multiViewport feature is not enabled, firstScissor must be 0

  • VUID-vkCmdSetScissor-scissorCount-00594
    If the multiViewport feature is not enabled, scissorCount must be 1

  • VUID-vkCmdSetScissor-x-00595
    The x and y members of offset member of any element of pScissors must be greater than or equal to 0

  • VUID-vkCmdSetScissor-offset-00596
    Evaluation of (offset.x + extent.width) must not cause a signed integer addition overflow for any element of pScissors

  • VUID-vkCmdSetScissor-offset-00597
    Evaluation of (offset.y + extent.height) must not cause a signed integer addition overflow for any element of pScissors

  • VUID-vkCmdSetScissor-viewportScissor2D-04789
    If this command is recorded in a secondary command buffer with VkCommandBufferInheritanceViewportScissorInfoNV::viewportScissor2D enabled, then this function must not be called

Valid Usage (Implicit)
  • VUID-vkCmdSetScissor-commandBuffer-parameter
    commandBuffer must be a valid VkCommandBuffer handle

  • VUID-vkCmdSetScissor-pScissors-parameter
    pScissors must be a valid pointer to an array of scissorCount VkRect2D structures

  • VUID-vkCmdSetScissor-commandBuffer-recording
    commandBuffer must be in the recording state

  • VUID-vkCmdSetScissor-commandBuffer-cmdpool
    The VkCommandPool that commandBuffer was allocated from must support graphics operations

  • VUID-vkCmdSetScissor-videocoding
    This command must only be called outside of a video coding scope

  • VUID-vkCmdSetScissor-scissorCount-arraylength
    scissorCount must be greater than 0

Host Synchronization
  • Host access to commandBuffer must be externally synchronized

  • Host access to the VkCommandPool that commandBuffer was allocated from must be externally synchronized

Command Properties
Command Buffer Levels Render Pass Scope Video Coding Scope Supported Queue Types Command Type

Primary
Secondary

Both

Outside

Graphics

State

29.3. Exclusive Scissor Test

The exclusive scissor test compares the framebuffer coordinates (xf,yf) of each sample covered by a fragment against an exclusive scissor rectangle at the index equal to the fragment’s ViewportIndex.

Each exclusive scissor rectangle is defined by a VkRect2D. These values are either set by the VkPipelineViewportExclusiveScissorStateCreateInfoNV structure during pipeline creation, or dynamically by the vkCmdSetExclusiveScissorNV command.

A given sample is considered inside an exclusive scissor rectangle if xf is in the range [VkRect2D::offset.x, VkRect2D::offset.x + VkRect2D::extent.x), and yf is in the range [VkRect2D::offset.y, VkRect2D::offset.y + VkRect2D::extent.y). Samples with coordinates inside the exclusive scissor rectangle at the corresponding ViewportIndex will have their coverage set to 0.

If no exclusive scissor rectangles are specified, the coverage mask is unmodified by this operation.

The VkPipelineViewportExclusiveScissorStateCreateInfoNV structure is defined as:

// Provided by VK_NV_scissor_exclusive
typedef struct VkPipelineViewportExclusiveScissorStateCreateInfoNV {
    VkStructureType    sType;
    const void*        pNext;
    uint32_t           exclusiveScissorCount;
    const VkRect2D*    pExclusiveScissors;
} VkPipelineViewportExclusiveScissorStateCreateInfoNV;
  • sType is a VkStructureType value identifying this structure.

  • pNext is NULL or a pointer to a structure extending this structure.

  • exclusiveScissorCount is the number of exclusive scissor rectangles.

  • pExclusiveScissors is a pointer to an array of VkRect2D structures defining exclusive scissor rectangles.

If the VK_DYNAMIC_STATE_EXCLUSIVE_SCISSOR_NV dynamic state is enabled for a pipeline, the pExclusiveScissors member is ignored.

When this structure is included in the pNext chain of VkGraphicsPipelineCreateInfo, it defines parameters of the exclusive scissor test. If this structure is not included in the pNext chain, it is equivalent to specifying this structure with an exclusiveScissorCount of 0.

Valid Usage
  • VUID-VkPipelineViewportExclusiveScissorStateCreateInfoNV-exclusiveScissorCount-02027
    If the multiViewport feature is not enabled, exclusiveScissorCount must be 0 or 1

  • VUID-VkPipelineViewportExclusiveScissorStateCreateInfoNV-exclusiveScissorCount-02028
    exclusiveScissorCount must be less than or equal to VkPhysicalDeviceLimits::maxViewports

  • VUID-VkPipelineViewportExclusiveScissorStateCreateInfoNV-exclusiveScissorCount-02029
    exclusiveScissorCount must be 0 or greater than or equal to the viewportCount member of VkPipelineViewportStateCreateInfo

Valid Usage (Implicit)
  • VUID-VkPipelineViewportExclusiveScissorStateCreateInfoNV-sType-sType
    sType must be VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_EXCLUSIVE_SCISSOR_STATE_CREATE_INFO_NV

To dynamically set the exclusive scissor rectangles, call:

// Provided by VK_NV_scissor_exclusive
void vkCmdSetExclusiveScissorNV(
    VkCommandBuffer                             commandBuffer,
    uint32_t                                    firstExclusiveScissor,
    uint32_t                                    exclusiveScissorCount,
    const VkRect2D*                             pExclusiveScissors);
  • commandBuffer is the command buffer into which the command will be recorded.

  • firstExclusiveScissor is the index of the first exclusive scissor rectangle whose state is updated by the command.

  • exclusiveScissorCount is the number of exclusive scissor rectangles updated by the command.

  • pExclusiveScissors is a pointer to an array of VkRect2D structures defining exclusive scissor rectangles.

The scissor rectangles taken from element i of pExclusiveScissors replace the current state for the scissor index firstExclusiveScissor + i, for i in [0, exclusiveScissorCount).

This command sets the exclusive scissor rectangles for subsequent drawing commands when drawing using shader objects, or when the graphics pipeline is created with VK_DYNAMIC_STATE_EXCLUSIVE_SCISSOR_NV set in VkPipelineDynamicStateCreateInfo::pDynamicStates. Otherwise, this state is specified by the VkPipelineViewportExclusiveScissorStateCreateInfoNV::pExclusiveScissors values used to create the currently active pipeline.

Valid Usage
  • VUID-vkCmdSetExclusiveScissorNV-None-02031
    The exclusiveScissor feature must be enabled

  • VUID-vkCmdSetExclusiveScissorNV-firstExclusiveScissor-02034
    The sum of firstExclusiveScissor and exclusiveScissorCount must be between 1 and VkPhysicalDeviceLimits::maxViewports, inclusive

  • VUID-vkCmdSetExclusiveScissorNV-firstExclusiveScissor-02035
    If the multiViewport feature is not enabled, firstExclusiveScissor must be 0

  • VUID-vkCmdSetExclusiveScissorNV-exclusiveScissorCount-02036
    If the multiViewport feature is not enabled, exclusiveScissorCount must be 1

  • VUID-vkCmdSetExclusiveScissorNV-x-02037
    The x and y members of offset in each member of pExclusiveScissors must be greater than or equal to 0

  • VUID-vkCmdSetExclusiveScissorNV-offset-02038
    Evaluation of (offset.x + extent.width) for each member of pExclusiveScissors must not cause a signed integer addition overflow

  • VUID-vkCmdSetExclusiveScissorNV-offset-02039
    Evaluation of (offset.y + extent.height) for each member of pExclusiveScissors must not cause a signed integer addition overflow

Valid Usage (Implicit)
  • VUID-vkCmdSetExclusiveScissorNV-commandBuffer-parameter
    commandBuffer must be a valid VkCommandBuffer handle

  • VUID-vkCmdSetExclusiveScissorNV-pExclusiveScissors-parameter
    pExclusiveScissors must be a valid pointer to an array of exclusiveScissorCount VkRect2D structures

  • VUID-vkCmdSetExclusiveScissorNV-commandBuffer-recording
    commandBuffer must be in the recording state

  • VUID-vkCmdSetExclusiveScissorNV-commandBuffer-cmdpool
    The VkCommandPool that commandBuffer was allocated from must support graphics operations

  • VUID-vkCmdSetExclusiveScissorNV-videocoding
    This command must only be called outside of a video coding scope

  • VUID-vkCmdSetExclusiveScissorNV-exclusiveScissorCount-arraylength
    exclusiveScissorCount must be greater than 0

Host Synchronization
  • Host access to commandBuffer must be externally synchronized

  • Host access to the VkCommandPool that commandBuffer was allocated from must be externally synchronized

Command Properties
Command Buffer Levels Render Pass Scope Video Coding Scope Supported Queue Types Command Type

Primary
Secondary

Both

Outside

Graphics

State

To dynamically set whether an exclusive scissor is enabled or not, call:

// Provided by VK_NV_scissor_exclusive
void vkCmdSetExclusiveScissorEnableNV(
    VkCommandBuffer                             commandBuffer,
    uint32_t                                    firstExclusiveScissor,
    uint32_t                                    exclusiveScissorCount,
    const VkBool32*                             pExclusiveScissorEnables);
  • commandBuffer is the command buffer into which the command will be recorded.

  • firstExclusiveScissor is the index of the first exclusive scissor rectangle whose state is updated by the command.

  • exclusiveScissorCount is the number of exclusive scissor rectangles updated by the command.

  • pExclusiveScissorEnables is a pointer to an array of VkBool32 values defining whether the exclusive scissor is enabled.

The exclusive scissor enables taken from element i of pExclusiveScissorEnables replace the current state for the scissor index firstExclusiveScissor + i, for i in [0, exclusiveScissorCount).

This command sets the exclusive scissor enable for subsequent drawing commands when drawing using shader objects, or when the graphics pipeline is created with VK_DYNAMIC_STATE_EXCLUSIVE_SCISSOR_ENABLE_NV set in VkPipelineDynamicStateCreateInfo::pDynamicStates. Otherwise, this state is implied by the VkPipelineViewportExclusiveScissorStateCreateInfoNV::exclusiveScissorCount value used to create the currently active pipeline, where all exclusiveScissorCount exclusive scissors are implicitly enabled and the remainder up to VkPhysicalDeviceLimits::maxViewports are implicitly disabled.

Valid Usage
  • VUID-vkCmdSetExclusiveScissorEnableNV-exclusiveScissor-07853
    The exclusiveScissor feature must be enabled, and the implementation must support at least specVersion 2 of the VK_NV_scissor_exclusive extension

Valid Usage (Implicit)
  • VUID-vkCmdSetExclusiveScissorEnableNV-commandBuffer-parameter
    commandBuffer must be a valid VkCommandBuffer handle

  • VUID-vkCmdSetExclusiveScissorEnableNV-pExclusiveScissorEnables-parameter
    pExclusiveScissorEnables must be a valid pointer to an array of exclusiveScissorCount VkBool32 values

  • VUID-vkCmdSetExclusiveScissorEnableNV-commandBuffer-recording
    commandBuffer must be in the recording state

  • VUID-vkCmdSetExclusiveScissorEnableNV-commandBuffer-cmdpool
    The VkCommandPool that commandBuffer was allocated from must support graphics operations

  • VUID-vkCmdSetExclusiveScissorEnableNV-videocoding
    This command must only be called outside of a video coding scope

  • VUID-vkCmdSetExclusiveScissorEnableNV-exclusiveScissorCount-arraylength
    exclusiveScissorCount must be greater than 0

Host Synchronization
  • Host access to commandBuffer must be externally synchronized

  • Host access to the VkCommandPool that commandBuffer was allocated from must be externally synchronized

Command Properties
Command Buffer Levels Render Pass Scope Video Coding Scope Supported Queue Types Command Type

Primary
Secondary

Both

Outside

Graphics

State

29.4. Sample Mask Test

The sample mask test compares the coverage mask for a fragment with the sample mask defined by VkPipelineMultisampleStateCreateInfo::pSampleMask.

To dynamically set the sample mask, call:

// Provided by VK_EXT_extended_dynamic_state3, VK_EXT_shader_object
void vkCmdSetSampleMaskEXT(
    VkCommandBuffer                             commandBuffer,
    VkSampleCountFlagBits                       samples,
    const VkSampleMask*                         pSampleMask);
  • commandBuffer is the command buffer into which the command will be recorded.

  • samples specifies the number of sample bits in the pSampleMask.

  • pSampleMask is a pointer to an array of VkSampleMask values, where the array size is based on the samples parameter.

This command sets the sample mask for subsequent drawing commands when drawing using shader objects, or when the graphics pipeline is created with VK_DYNAMIC_STATE_SAMPLE_MASK_EXT set in VkPipelineDynamicStateCreateInfo::pDynamicStates. Otherwise, this state is specified by the VkPipelineMultisampleStateCreateInfo::pSampleMask value used to create the currently active pipeline.

Valid Usage
Valid Usage (Implicit)
  • VUID-vkCmdSetSampleMaskEXT-commandBuffer-parameter
    commandBuffer must be a valid VkCommandBuffer handle

  • VUID-vkCmdSetSampleMaskEXT-samples-parameter
    samples must be a valid VkSampleCountFlagBits value

  • VUID-vkCmdSetSampleMaskEXT-pSampleMask-parameter
    pSampleMask must be a valid pointer to an array of VkSampleMask values

  • VUID-vkCmdSetSampleMaskEXT-commandBuffer-recording
    commandBuffer must be in the recording state

  • VUID-vkCmdSetSampleMaskEXT-commandBuffer-cmdpool
    The VkCommandPool that commandBuffer was allocated from must support graphics operations

  • VUID-vkCmdSetSampleMaskEXT-videocoding
    This command must only be called outside of a video coding scope

Host Synchronization
  • Host access to commandBuffer must be externally synchronized

  • Host access to the VkCommandPool that commandBuffer was allocated from must be externally synchronized

Command Properties
Command Buffer Levels Render Pass Scope Video Coding Scope Supported Queue Types Command Type

Primary
Secondary

Both

Outside

Graphics

State

Each bit of the coverage mask is associated with a sample index as described in the rasterization chapter. If the bit in VkPipelineMultisampleStateCreateInfo::pSampleMask which is associated with that same sample index is set to 0, the coverage mask bit is set to 0.

29.5. Fragment Shading

Fragment shaders are invoked for each fragment, or as helper invocations.

Most operations in the fragment shader are not performed in rasterization order, with exceptions called out in the following sections.

For fragment shaders invoked by fragments, the following rules apply:

  • A fragment shader must not be executed if a fragment operation that executes before fragment shading discards the fragment.

  • A fragment shader may not be executed if:

    • An implementation determines that another fragment shader, invoked by a subsequent primitive in primitive order, overwrites all results computed by the shader (including writes to storage resources).

    • Any other fragment operation discards the fragment, and the shader does not write to any storage resources.

    • If a fragment shader statically computes the same values for different framebuffer locations, and does not write to any storage resources, multiple fragments may be shaded by one fragment shader invocation. This may affect VK_QUERY_PIPELINE_STATISTIC_FRAGMENT_SHADER_INVOCATIONS_BIT results, but must otherwise not be visible behavior to applications.

  • Otherwise, at least one fragment shader must be executed.

    • If sample shading is enabled and multiple invocations per fragment are required, additional invocations must be executed as specified.

    • If a shading rate image is used and multiple invocations per fragment are required, additional invocations must be executed as specified.

    • Each covered sample must be included in at least one fragment shader invocation.

If no fragment shader is included in the pipeline, no fragment shader is executed, and undefined values may be written to all color attachment outputs during this fragment operation.

Note

Multiple fragment shader invocations may be executed for the same fragment for any number of implementation-dependent reasons. When there is more than one fragment shader invocation per fragment, the association of samples to invocations is implementation-dependent. Stores and atomics performed by these additional invocations have the normal effect.

For example, if the subpass includes multiple views in its view mask, a fragment shader may be invoked separately for each view.

Similarly, if the render pass has a fragment density map attachment, more than one fragment shader invocation may be invoked for each covered sample. Such additional invocations are only produced if VkPhysicalDeviceFragmentDensityMapPropertiesEXT::fragmentDensityInvocations is VK_TRUE. Implementations may generate these additional fragment shader invocations in order to make transitions between fragment areas with different fragment densities more smooth.

29.5.1. Sample Mask

Reading from the SampleMask built-in in the Input storage class will return the coverage mask for the current fragment as calculated by fragment operations that executed prior to fragment shading.

If sample shading is enabled, fragment shaders will only see values of 1 for samples being shaded - other bits will be 0.

Each bit of the coverage mask is associated with a sample index as described in the rasterization chapter. If the bit in SampleMask which is associated with that same sample index is set to 0, that coverage mask bit is set to 0.

Values written to the SampleMask built-in in the Output storage class will be used by the multisample coverage operation, with the same encoding as the input built-in.

29.5.2. Fragment Shader Tile Image Reads

If the VK_EXT_shader_tile_image extension is enabled, implementations divide the framebuffer into a grid of tiles. A tile image is a view of a framebuffer attachment tile for fragments with locations within the tile.

Within a render pass instance initiated by vkCmdBeginRenderingKHR, fragment shader invocations can read the framebuffer color, depth, and stencil values at the fragment location via tile images.

Note

Even though fragment shader invocation can only read from the corresponding fragment location, the abstraction of a tile image is introduced for the following reasons:

  • Tile dimensions will be exposed in a future extension

  • Future functionality such as executing compute dispatches within render passes via tile shaders can leverage tile images.

Enabling shaderTileImageColorReadAccess, shaderTileImageDepthReadAccess, shaderTileImageStencilReadAccess enables fragment shader invocations to read from color, depth, and stencil, respectively.

Color values are read from tile image variables with OpColorAttachmentReadEXT. Tile image variables are linked to specific color attachments using Location decoration. See Fragment Tile Image Interface for more details.

Depth values are read with OpDepthAttachmentReadEXT.

Stencil values are read with OpStencilAttachmentReadEXT.

The sample to read is specified by a sample index value specified as the Sample operand to OpColorAttachmentReadEXT, OpDepthAttachmentReadEXT, or OpStencilAttachmentReadEXT.

If sample shading is disabled, a fragment invocation can read from all sample locations associated with the fragment regardless of the fragment’s coverage. This functionality is supported for VkPipelineMultisampleStateCreateInfo::rasterizationSamples > 1 when VkPhysicalDeviceShaderTileImagePropertiesEXT::shaderTileImageReadSampleFromPixelRateInvocation is VK_TRUE.

If sample shading is enabled, and minSampleShading is 1.0, a fragment invocation must only read from the coverage index sample. Tile image access must not be used if the value of minSampleShading is not 1.0.

If the fragment shader declares the EarlyFragmentTests execution mode, depth reads are allowed only if depth writes are disabled and stencil reads are allowed only if stencil writes are disabled.

If VkPhysicalDeviceShaderTileImagePropertiesEXT::shaderTileImageReadFromHelperInvocation is VK_FALSE, values read from helper invocations are undefined otherwise the values read are subject to the coherency guarantees described below.

OpDepthAttachmentReadEXT returns an undefined value if no depth attachment is present. OpStencilAttachmentReadEXT returns an undefined value if no stencil attachment is present.

Tile image reads from color, depth and stencil attachments are said to be coherent when the accesses happen in raster order and without data race with respect to accesses to the attachments from framebuffer-space pipeline stages. The samples which qualify for coherent access and the enabling conditions are described below.

  • Let Rc be the set of components being read from an attachment A in a draw call

  • Let Wc be the set of components being written to A by the draw call

The samples which qualify for coherent tile image reads from an attachment A are:

  • All samples in a pixel when Rc is disjoint with Wc.

  • The samples with coverage in a fragment when Rc is not disjoint with Wc. The samples with coverage are determined by the coverage mask for the fragment as calculated by fragment operations that executed prior to fragment shading, including early fragment tests if enabled for the draw call.

A fragment shader can declare NonCoherentColorAttachmentReadEXT, NonCoherentDepthAttachmentReadEXT, or NonCoherentStencilAttachmentReadEXT execution modes to enable non-coherent tile image reads which require an explicit vkCmdPipelineBarrier2 call for the writes to an attachment to be made visible via tile image reads.

When VkPhysicalDeviceShaderTileImagePropertiesEXT::shaderTileImageCoherentReadAccelerated is VK_TRUE, the implementation prefers that coherent tile image reads are used, otherwise the implementation prefers that non-coherent tile image reads are used.

Note

In practice, the most common tile image reads usage patterns fall under one of the following:

  • Programmable blending - each fragment reads from a single sample (SampleID) at its location. Per-sample shading is typically enabled when multisampled rendertargets are used.

  • G-buffer generation and shading in one render pass - in the shading phase a fragment reads from a single sample at its location.

  • Programmable resolve - a fragment reads from all samples at its location (per-sample shading is disabled). This requires the use of a "full-screen triangle" instead of a rectangle composed of two triangles in order to avoid data races along the shared edge of the triangles.

  • 1:1 texturing with LOD - in use cases such a deferred screen space decals a fragment reads a single sample (SampleID) from depth buffer, but requires being able to read from helper threads to derive the texture LOD. This use case is supported as long as the attachment components being read are not overwritten by color, depth, or stencil attachment writes.

All of the above use cases are supported by coherent tile image reads, but only the latter three are supported when non-coherent reads are used as there is no mechanism to synchronize non-coherent reads with writes within a draw call.

29.5.3. Depth Replacement

Writing to the FragDepth built-in will replace the fragment’s calculated depth values for each sample in the input SampleMask. Depth testing performed after the fragment shader for this fragment will use this new value as zf.

29.5.4. Stencil Reference Replacement

Writing to the FragStencilRefEXT built-in will replace the fragment’s stencil reference value for each sample in the input SampleMask. Stencil testing performed after the fragment shader for this fragment will use this new value as sr.

29.5.5. Interlocked Operations

OpBeginInvocationInterlockEXT and OpEndInvocationInterlockEXT define a section of a fragment shader which imposes additional ordering constraints on operations performed within them. These operations are defined as interlocked operations. How interlocked operations are ordered against other fragment shader invocations depends on the specified execution modes.

If the ShadingRateInterlockOrderedEXT execution mode is specified, any interlocked operations in a fragment shader must happen before interlocked operations in fragment shader invocations that execute later in rasterization order and cover at least one sample in the same fragment area, and must happen after interlocked operations in a fragment shader that executes earlier in rasterization order and cover at least one sample in the same fragment area.

If the ShadingRateInterlockUnorderedEXT execution mode is specified, any interlocked operations in a fragment shader must happen before or after interlocked operations in fragment shader invocations that execute earlier or later in rasterization order and cover at least one sample in the same fragment area.

If the PixelInterlockOrderedEXT execution mode is specified, any interlocked operations in a fragment shader must happen before interlocked operations in fragment shader invocations that execute later in rasterization order and cover at least one sample in the same pixel, and must happen after interlocked operations in a fragment shader that executes earlier in rasterization order and cover at least one sample in the same pixel.

If the PixelInterlockUnorderedEXT execution mode is specified, any interlocked operations in a fragment shader must happen before or after interlocked operations in fragment shader invocations that execute earlier or later in rasterization order and cover at least one sample in the same pixel.

If the SampleInterlockOrderedEXT execution mode is specified, any interlocked operations in a fragment shader must happen before interlocked operations in fragment shader invocations that execute later in rasterization order and cover at least one of the same samples, and must happen after interlocked operations in a fragment shader that executes earlier in rasterization order and cover at least one of the same samples.

If the SampleInterlockUnorderedEXT execution mode is specified, any interlocked operations in a fragment shader must happen before or after interlocked operations in fragment shader invocations that execute earlier or later in rasterization order and cover at least one of the same samples.

29.6. Multisample Coverage

If a fragment shader is active and its entry point’s interface includes a built-in output variable decorated with SampleMask, but not OverrideCoverageNV, the coverage mask is ANDed with the bits of the SampleMask built-in to generate a new coverage mask. If the SampleMask built-in is also decorated with OverrideCoverageNV, the coverage mask is replaced with the mask bits set in the shader. If sample shading is enabled, bits written to SampleMask corresponding to samples that are not being shaded by the fragment shader invocation are ignored. If no fragment shader is active, or if the active fragment shader does not include SampleMask in its interface, the coverage mask is not modified.

Next, the fragment alpha value and coverage mask are modified based on the line coverage factor if the lineRasterizationMode member of the VkPipelineRasterizationStateCreateInfo structure is VK_LINE_RASTERIZATION_MODE_RECTANGULAR_SMOOTH_KHR, and the alphaToCoverageEnable and alphaToOneEnable members of the VkPipelineMultisampleStateCreateInfo structure.

To dynamically set the alphaToCoverageEnable state, call:

// Provided by VK_EXT_extended_dynamic_state3, VK_EXT_shader_object
void vkCmdSetAlphaToCoverageEnableEXT(
    VkCommandBuffer                             commandBuffer,
    VkBool32                                    alphaToCoverageEnable);
  • commandBuffer is the command buffer into which the command will be recorded.

  • alphaToCoverageEnable specifies the alphaToCoverageEnable state.

This command sets the alphaToCoverageEnable state for subsequent drawing commands when drawing using shader objects, or when the graphics pipeline is created with VK_DYNAMIC_STATE_ALPHA_TO_COVERAGE_ENABLE_EXT set in VkPipelineDynamicStateCreateInfo::pDynamicStates. Otherwise, this state is specified by the VkPipelineMultisampleStateCreateInfo::alphaToCoverageEnable value used to create the currently active pipeline.

Valid Usage
Valid Usage (Implicit)
  • VUID-vkCmdSetAlphaToCoverageEnableEXT-commandBuffer-parameter
    commandBuffer must be a valid VkCommandBuffer handle

  • VUID-vkCmdSetAlphaToCoverageEnableEXT-commandBuffer-recording
    commandBuffer must be in the recording state

  • VUID-vkCmdSetAlphaToCoverageEnableEXT-commandBuffer-cmdpool
    The VkCommandPool that commandBuffer was allocated from must support graphics operations

  • VUID-vkCmdSetAlphaToCoverageEnableEXT-videocoding
    This command must only be called outside of a video coding scope

Host Synchronization
  • Host access to commandBuffer must be externally synchronized

  • Host access to the VkCommandPool that commandBuffer was allocated from must be externally synchronized

Command Properties
Command Buffer Levels Render Pass Scope Video Coding Scope Supported Queue Types Command Type

Primary
Secondary

Both

Outside

Graphics

State

To dynamically set the alphaToOneEnable state, call:

// Provided by VK_EXT_extended_dynamic_state3, VK_EXT_shader_object
void vkCmdSetAlphaToOneEnableEXT(
    VkCommandBuffer                             commandBuffer,
    VkBool32                                    alphaToOneEnable);
  • commandBuffer is the command buffer into which the command will be recorded.

  • alphaToOneEnable specifies the alphaToOneEnable state.

This command sets the alphaToOneEnable state for subsequent drawing commands when drawing using shader objects, or when the graphics pipeline is created with VK_DYNAMIC_STATE_ALPHA_TO_ONE_ENABLE_EXT set in VkPipelineDynamicStateCreateInfo::pDynamicStates. Otherwise, this state is specified by the VkPipelineMultisampleStateCreateInfo::alphaToOneEnable value used to create the currently active pipeline.

Valid Usage
  • VUID-vkCmdSetAlphaToOneEnableEXT-None-09423
    At least one of the following must be true:

  • VUID-vkCmdSetAlphaToOneEnableEXT-alphaToOne-07607
    If the alphaToOne feature is not enabled, alphaToOneEnable must be VK_FALSE

Valid Usage (Implicit)
  • VUID-vkCmdSetAlphaToOneEnableEXT-commandBuffer-parameter
    commandBuffer must be a valid VkCommandBuffer handle

  • VUID-vkCmdSetAlphaToOneEnableEXT-commandBuffer-recording
    commandBuffer must be in the recording state

  • VUID-vkCmdSetAlphaToOneEnableEXT-commandBuffer-cmdpool
    The VkCommandPool that commandBuffer was allocated from must support graphics operations

  • VUID-vkCmdSetAlphaToOneEnableEXT-videocoding
    This command must only be called outside of a video coding scope

Host Synchronization
  • Host access to commandBuffer must be externally synchronized

  • Host access to the VkCommandPool that commandBuffer was allocated from must be externally synchronized

Command Properties
Command Buffer Levels Render Pass Scope Video Coding Scope Supported Queue Types Command Type

Primary
Secondary

Both

Outside

Graphics

State

All alpha values in this section refer only to the alpha component of the fragment shader output that has a Location and Index decoration of zero (see the Fragment Output Interface section). If that shader output has an integer or unsigned integer type, then these operations are skipped.

If the lineRasterizationMode member of the VkPipelineRasterizationStateCreateInfo structure is VK_LINE_RASTERIZATION_MODE_RECTANGULAR_SMOOTH_KHR and the fragment came from a line segment, then the alpha value is replaced by multiplying it by the coverage factor for the fragment computed during smooth line rasterization.

If alphaToCoverageEnable is enabled, a temporary coverage mask is generated where each bit is determined by the fragment’s alpha value, which is ANDed with the fragment coverage mask.

No specific algorithm is specified for converting the alpha value to a temporary coverage mask. It is intended that the number of 1’s in this value be proportional to the alpha value (clamped to [0,1]), with all 1’s corresponding to a value of 1.0 and all 0’s corresponding to 0.0. The algorithm may be different at different framebuffer coordinates.

Note

Using different algorithms at different framebuffer coordinates may help to avoid artifacts caused by regular coverage sample locations.

Finally, if alphaToOneEnable is enabled, each alpha value is replaced by the maximum representable alpha value for fixed-point color attachments, or by 1.0 for floating-point attachments. Otherwise, the alpha values are not changed.

29.7. Depth and Stencil Operations

Pipeline state controlling the depth bounds tests, stencil test, and depth test is specified through the members of the VkPipelineDepthStencilStateCreateInfo structure.

The VkPipelineDepthStencilStateCreateInfo structure is defined as:

// Provided by VK_VERSION_1_0
typedef struct VkPipelineDepthStencilStateCreateInfo {
    VkStructureType                           sType;
    const void*                               pNext;
    VkPipelineDepthStencilStateCreateFlags    flags;
    VkBool32                                  depthTestEnable;
    VkBool32                                  depthWriteEnable;
    VkCompareOp                               depthCompareOp;
    VkBool32                                  depthBoundsTestEnable;
    VkBool32                                  stencilTestEnable;
    VkStencilOpState                          front;
    VkStencilOpState                          back;
    float                                     minDepthBounds;
    float                                     maxDepthBounds;
} VkPipelineDepthStencilStateCreateInfo;
Valid Usage
Valid Usage (Implicit)
  • VUID-VkPipelineDepthStencilStateCreateInfo-sType-sType
    sType must be VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO

  • VUID-VkPipelineDepthStencilStateCreateInfo-pNext-pNext
    pNext must be NULL

  • VUID-VkPipelineDepthStencilStateCreateInfo-flags-parameter
    flags must be a valid combination of VkPipelineDepthStencilStateCreateFlagBits values

  • VUID-VkPipelineDepthStencilStateCreateInfo-depthCompareOp-parameter
    depthCompareOp must be a valid VkCompareOp value

  • VUID-VkPipelineDepthStencilStateCreateInfo-front-parameter
    front must be a valid VkStencilOpState structure

  • VUID-VkPipelineDepthStencilStateCreateInfo-back-parameter
    back must be a valid VkStencilOpState structure

// Provided by VK_VERSION_1_0
typedef VkFlags VkPipelineDepthStencilStateCreateFlags;

VkPipelineDepthStencilStateCreateFlags is a bitmask type for setting a mask of zero or more VkPipelineDepthStencilStateCreateFlagBits.

Bits which can be set in the VkPipelineDepthStencilStateCreateInfo::flags parameter are:

// Provided by VK_EXT_rasterization_order_attachment_access
typedef enum VkPipelineDepthStencilStateCreateFlagBits {
  // Provided by VK_EXT_rasterization_order_attachment_access
    VK_PIPELINE_DEPTH_STENCIL_STATE_CREATE_RASTERIZATION_ORDER_ATTACHMENT_DEPTH_ACCESS_BIT_EXT = 0x00000001,
  // Provided by VK_EXT_rasterization_order_attachment_access
    VK_PIPELINE_DEPTH_STENCIL_STATE_CREATE_RASTERIZATION_ORDER_ATTACHMENT_STENCIL_ACCESS_BIT_EXT = 0x00000002,
  // Provided by VK_ARM_rasterization_order_attachment_access
    VK_PIPELINE_DEPTH_STENCIL_STATE_CREATE_RASTERIZATION_ORDER_ATTACHMENT_DEPTH_ACCESS_BIT_ARM = VK_PIPELINE_DEPTH_STENCIL_STATE_CREATE_RASTERIZATION_ORDER_ATTACHMENT_DEPTH_ACCESS_BIT_EXT,
  // Provided by VK_ARM_rasterization_order_attachment_access
    VK_PIPELINE_DEPTH_STENCIL_STATE_CREATE_RASTERIZATION_ORDER_ATTACHMENT_STENCIL_ACCESS_BIT_ARM = VK_PIPELINE_DEPTH_STENCIL_STATE_CREATE_RASTERIZATION_ORDER_ATTACHMENT_STENCIL_ACCESS_BIT_EXT,
} VkPipelineDepthStencilStateCreateFlagBits;
  • VK_PIPELINE_DEPTH_STENCIL_STATE_CREATE_RASTERIZATION_ORDER_ATTACHMENT_DEPTH_ACCESS_BIT_EXT indicates that access to the depth aspects of depth/stencil and input attachments will have implicit framebuffer-local memory dependencies.

  • VK_PIPELINE_DEPTH_STENCIL_STATE_CREATE_RASTERIZATION_ORDER_ATTACHMENT_STENCIL_ACCESS_BIT_EXT indicates that access to the stencil aspects of depth/stencil and input attachments will have implicit framebuffer-local memory dependencies.

When VK_PIPELINE_DEPTH_STENCIL_STATE_CREATE_RASTERIZATION_ORDER_ATTACHMENT_DEPTH_ACCESS_BIT_EXT is included in a pipeline, it forms a framebuffer-local memory dependency for each fragment generated by draw commands for that pipeline with the following scopes:

  • The first synchronization scope includes VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT and VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT pipeline stages executed by all previous fragments (as defined by primitive order) in the corresponding framebuffer regions including those generated by the same draw command.

  • The second synchronization scope includes VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT stage executed by the generated fragment.

  • The first access scope includes all writes to the depth aspect of depth/stencil attachments.

  • The second access scope includes all reads from the depth aspect of input attachments.

When VK_PIPELINE_DEPTH_STENCIL_STATE_CREATE_RASTERIZATION_ORDER_ATTACHMENT_STENCIL_ACCESS_BIT_EXT is included in a pipeline, it forms a framebuffer-local memory dependency for each fragment generated by draw commands for that pipeline with the following scopes:

  • The first synchronization scope includes VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT pipeline stages executed by all previous fragments (as defined by primitive order) in the corresponding framebuffer regions including those generated by the same draw command.

  • The second synchronization scope includes VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT and VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT pipeline stages executed by the generated fragment.

  • The first access scope includes all writes to the stencil aspect of depth/stencil attachments.

  • The second access scope includes all reads from the stencil aspect of input attachments.

29.8. Depth Bounds Test

The depth bounds test compares the depth value za in the depth/stencil attachment at each sample’s framebuffer coordinates (xf,yf) and sample index i against a set of depth bounds.

The depth bounds are determined by two floating point values defining a minimum (minDepthBounds) and maximum (maxDepthBounds) depth value. These values are either set by the VkPipelineDepthStencilStateCreateInfo structure during pipeline creation, or dynamically by vkCmdSetDepthBoundsTestEnable and vkCmdSetDepthBounds.

A given sample is considered within the depth bounds if za is in the range [minDepthBounds,maxDepthBounds]. Samples with depth attachment values outside of the depth bounds will have their coverage set to 0.

If the depth bounds test is disabled, or if there is no depth attachment, the coverage mask is unmodified by this operation.

To dynamically enable or disable the depth bounds test, call:

// Provided by VK_VERSION_1_3
void vkCmdSetDepthBoundsTestEnable(
    VkCommandBuffer                             commandBuffer,
    VkBool32                                    depthBoundsTestEnable);

or the equivalent command

// Provided by VK_EXT_extended_dynamic_state, VK_EXT_shader_object
void vkCmdSetDepthBoundsTestEnableEXT(
    VkCommandBuffer                             commandBuffer,
    VkBool32                                    depthBoundsTestEnable);
  • commandBuffer is the command buffer into which the command will be recorded.

  • depthBoundsTestEnable specifies if the depth bounds test is enabled.

This command sets the depth bounds enable for subsequent drawing commands when drawing using shader objects, or when the graphics pipeline is created with VK_DYNAMIC_STATE_DEPTH_BOUNDS_TEST_ENABLE set in VkPipelineDynamicStateCreateInfo::pDynamicStates. Otherwise, this state is specified by the VkPipelineDepthStencilStateCreateInfo::depthBoundsTestEnable value used to create the currently active pipeline.

Valid Usage
  • VUID-vkCmdSetDepthBoundsTestEnable-None-08971
    At least one of the following must be true:

Valid Usage (Implicit)
  • VUID-vkCmdSetDepthBoundsTestEnable-commandBuffer-parameter
    commandBuffer must be a valid VkCommandBuffer handle

  • VUID-vkCmdSetDepthBoundsTestEnable-commandBuffer-recording
    commandBuffer must be in the recording state

  • VUID-vkCmdSetDepthBoundsTestEnable-commandBuffer-cmdpool
    The VkCommandPool that commandBuffer was allocated from must support graphics operations

  • VUID-vkCmdSetDepthBoundsTestEnable-videocoding
    This command must only be called outside of a video coding scope

Host Synchronization
  • Host access to commandBuffer must be externally synchronized

  • Host access to the VkCommandPool that commandBuffer was allocated from must be externally synchronized

Command Properties
Command Buffer Levels Render Pass Scope Video Coding Scope Supported Queue Types Command Type

Primary
Secondary

Both

Outside

Graphics

State

To dynamically set the depth bounds range, call:

// Provided by VK_VERSION_1_0
void vkCmdSetDepthBounds(
    VkCommandBuffer                             commandBuffer,
    float                                       minDepthBounds,
    float                                       maxDepthBounds);
  • commandBuffer is the command buffer into which the command will be recorded.

  • minDepthBounds is the minimum depth bound.

  • maxDepthBounds is the maximum depth bound.

This command sets the depth bounds range for subsequent drawing commands when drawing using shader objects, or when the graphics pipeline is created with VK_DYNAMIC_STATE_DEPTH_BOUNDS set in VkPipelineDynamicStateCreateInfo::pDynamicStates. Otherwise, this state is specified by the VkPipelineDepthStencilStateCreateInfo::minDepthBounds and VkPipelineDepthStencilStateCreateInfo::maxDepthBounds values used to create the currently active pipeline.

Valid Usage
  • VUID-vkCmdSetDepthBounds-minDepthBounds-00600
    If the VK_EXT_depth_range_unrestricted extension is not enabled minDepthBounds must be between 0.0 and 1.0, inclusive

  • VUID-vkCmdSetDepthBounds-maxDepthBounds-00601
    If the VK_EXT_depth_range_unrestricted extension is not enabled maxDepthBounds must be between 0.0 and 1.0, inclusive

Valid Usage (Implicit)
  • VUID-vkCmdSetDepthBounds-commandBuffer-parameter
    commandBuffer must be a valid VkCommandBuffer handle

  • VUID-vkCmdSetDepthBounds-commandBuffer-recording
    commandBuffer must be in the recording state

  • VUID-vkCmdSetDepthBounds-commandBuffer-cmdpool
    The VkCommandPool that commandBuffer was allocated from must support graphics operations

  • VUID-vkCmdSetDepthBounds-videocoding
    This command must only be called outside of a video coding scope

Host Synchronization
  • Host access to commandBuffer must be externally synchronized

  • Host access to the VkCommandPool that commandBuffer was allocated from must be externally synchronized

Command Properties
Command Buffer Levels Render Pass Scope Video Coding Scope Supported Queue Types Command Type

Primary
Secondary

Both

Outside

Graphics

State

29.9. Stencil Test

The stencil test compares the stencil attachment value sa in the depth/stencil attachment at each sample’s framebuffer coordinates (xf,yf) and sample index i against a stencil reference value.

If the render pass has a fragment density map attachment and the fragment covers multiple pixels, there is an implementation-dependent association of coverage samples to stencil attachment samples within the fragment. However, if all samples in the fragment are covered, and the stencil attachment value is updated as a result of this test, all stencil attachment samples will be updated.

If the stencil test is not enabled, as specified by vkCmdSetStencilTestEnable or VkPipelineDepthStencilStateCreateInfo::stencilTestEnable, or if there is no stencil attachment, the coverage mask is unmodified by this operation.

The stencil test is controlled by one of two sets of stencil-related state, the front stencil state and the back stencil state. Stencil tests and writes use the back stencil state when processing fragments generated by back-facing polygons, and the front stencil state when processing fragments generated by front-facing polygons or any other primitives.

The comparison operation performed is determined by the VkCompareOp value set by vkCmdSetStencilOp::compareOp, or by VkStencilOpState::compareOp during pipeline creation.

The compare mask sc and stencil reference value sr of the front or the back stencil state set determine arguments of the comparison operation. sc is set by the VkPipelineDepthStencilStateCreateInfo structure during pipeline creation, or by the vkCmdSetStencilCompareMask command. sr is set by VkPipelineDepthStencilStateCreateInfo or by vkCmdSetStencilReference.

sr and sa are each independently combined with sc using a bitwise AND operation to create masked reference and attachment values s'r and s'a. s'r and s'a are used as the reference and test values, respectively, in the operation specified by the VkCompareOp.

If the comparison evaluates to false, the coverage for the sample is set to 0.

A new stencil value sg is generated according to a stencil operation defined by VkStencilOp parameters set by vkCmdSetStencilOp or VkPipelineDepthStencilStateCreateInfo. If the stencil test fails, failOp defines the stencil operation used. If the stencil test passes however, the stencil op used is based on the depth test - if it passes, VkPipelineDepthStencilStateCreateInfo::passOp is used, otherwise VkPipelineDepthStencilStateCreateInfo::depthFailOp is used.

The stencil attachment value sa is then updated with the generated stencil value sg according to the write mask sw defined by writeMask in VkPipelineDepthStencilStateCreateInfo::front and VkPipelineDepthStencilStateCreateInfo::back as:

sa = (sa & ¬sw) | (sg & sw)

To dynamically enable or disable the stencil test, call:

// Provided by VK_VERSION_1_3
void vkCmdSetStencilTestEnable(
    VkCommandBuffer                             commandBuffer,
    VkBool32                                    stencilTestEnable);

or the equivalent command

// Provided by VK_EXT_extended_dynamic_state, VK_EXT_shader_object
void vkCmdSetStencilTestEnableEXT(
    VkCommandBuffer                             commandBuffer,
    VkBool32                                    stencilTestEnable);
  • commandBuffer is the command buffer into which the command will be recorded.

  • stencilTestEnable specifies if the stencil test is enabled.

This command sets the stencil test enable for subsequent drawing commands when drawing using shader objects, or when the graphics pipeline is created with VK_DYNAMIC_STATE_STENCIL_TEST_ENABLE set in VkPipelineDynamicStateCreateInfo::pDynamicStates. Otherwise, this state is specified by the VkPipelineDepthStencilStateCreateInfo::stencilTestEnable value used to create the currently active pipeline.

Valid Usage
  • VUID-vkCmdSetStencilTestEnable-None-08971
    At least one of the following must be true:

Valid Usage (Implicit)
  • VUID-vkCmdSetStencilTestEnable-commandBuffer-parameter
    commandBuffer must be a valid VkCommandBuffer handle

  • VUID-vkCmdSetStencilTestEnable-commandBuffer-recording
    commandBuffer must be in the recording state

  • VUID-vkCmdSetStencilTestEnable-commandBuffer-cmdpool
    The VkCommandPool that commandBuffer was allocated from must support graphics operations

  • VUID-vkCmdSetStencilTestEnable-videocoding
    This command must only be called outside of a video coding scope

Host Synchronization
  • Host access to commandBuffer must be externally synchronized

  • Host access to the VkCommandPool that commandBuffer was allocated from must be externally synchronized

Command Properties
Command Buffer Levels Render Pass Scope Video Coding Scope Supported Queue Types Command Type

Primary
Secondary

Both

Outside

Graphics

State

To dynamically set the stencil operation, call:

// Provided by VK_VERSION_1_3
void vkCmdSetStencilOp(
    VkCommandBuffer                             commandBuffer,
    VkStencilFaceFlags                          faceMask,
    VkStencilOp                                 failOp,
    VkStencilOp                                 passOp,
    VkStencilOp                                 depthFailOp,
    VkCompareOp                                 compareOp);

or the equivalent command

// Provided by VK_EXT_extended_dynamic_state, VK_EXT_shader_object
void vkCmdSetStencilOpEXT(
    VkCommandBuffer                             commandBuffer,
    VkStencilFaceFlags                          faceMask,
    VkStencilOp                                 failOp,
    VkStencilOp                                 passOp,
    VkStencilOp                                 depthFailOp,
    VkCompareOp                                 compareOp);
  • commandBuffer is the command buffer into which the command will be recorded.

  • faceMask is a bitmask of VkStencilFaceFlagBits specifying the set of stencil state for which to update the stencil operation.

  • failOp is a VkStencilOp value specifying the action performed on samples that fail the stencil test.

  • passOp is a VkStencilOp value specifying the action performed on samples that pass both the depth and stencil tests.

  • depthFailOp is a VkStencilOp value specifying the action performed on samples that pass the stencil test and fail the depth test.

  • compareOp is a VkCompareOp value specifying the comparison operator used in the stencil test.

This command sets the stencil operation for subsequent drawing commands when when drawing using shader objects, or when the graphics pipeline is created with VK_DYNAMIC_STATE_STENCIL_OP set in VkPipelineDynamicStateCreateInfo::pDynamicStates. Otherwise, this state is specified by the corresponding VkPipelineDepthStencilStateCreateInfo::failOp, passOp, depthFailOp, and compareOp values used to create the currently active pipeline, for both front and back faces.

Valid Usage
  • VUID-vkCmdSetStencilOp-None-08971
    At least one of the following must be true:

Valid Usage (Implicit)
  • VUID-vkCmdSetStencilOp-commandBuffer-parameter
    commandBuffer must be a valid VkCommandBuffer handle

  • VUID-vkCmdSetStencilOp-faceMask-parameter
    faceMask must be a valid combination of VkStencilFaceFlagBits values

  • VUID-vkCmdSetStencilOp-faceMask-requiredbitmask
    faceMask must not be 0

  • VUID-vkCmdSetStencilOp-failOp-parameter
    failOp must be a valid VkStencilOp value

  • VUID-vkCmdSetStencilOp-passOp-parameter
    passOp must be a valid VkStencilOp value

  • VUID-vkCmdSetStencilOp-depthFailOp-parameter
    depthFailOp must be a valid VkStencilOp value

  • VUID-vkCmdSetStencilOp-compareOp-parameter
    compareOp must be a valid VkCompareOp value

  • VUID-vkCmdSetStencilOp-commandBuffer-recording
    commandBuffer must be in the recording state

  • VUID-vkCmdSetStencilOp-commandBuffer-cmdpool
    The VkCommandPool that commandBuffer was allocated from must support graphics operations

  • VUID-vkCmdSetStencilOp-videocoding
    This command must only be called outside of a video coding scope

Host Synchronization
  • Host access to commandBuffer must be externally synchronized

  • Host access to the VkCommandPool that commandBuffer was allocated from must be externally synchronized

Command Properties
Command Buffer Levels Render Pass Scope Video Coding Scope Supported Queue Types Command Type

Primary
Secondary

Both

Outside

Graphics

State

The VkStencilOpState structure is defined as:

// Provided by VK_VERSION_1_0
typedef struct VkStencilOpState {
    VkStencilOp    failOp;
    VkStencilOp    passOp;
    VkStencilOp    depthFailOp;
    VkCompareOp    compareOp;
    uint32_t       compareMask;
    uint32_t       writeMask;
    uint32_t       reference;
} VkStencilOpState;
  • failOp is a VkStencilOp value specifying the action performed on samples that fail the stencil test.

  • passOp is a VkStencilOp value specifying the action performed on samples that pass both the depth and stencil tests.

  • depthFailOp is a VkStencilOp value specifying the action performed on samples that pass the stencil test and fail the depth test.

  • compareOp is a VkCompareOp value specifying the comparison operator used in the stencil test.

  • compareMask selects the bits of the unsigned integer stencil values participating in the stencil test.

  • writeMask selects the bits of the unsigned integer stencil values updated by the stencil test in the stencil framebuffer attachment.

  • reference is an integer stencil reference value that is used in the unsigned stencil comparison.

Valid Usage (Implicit)
  • VUID-VkStencilOpState-failOp-parameter
    failOp must be a valid VkStencilOp value

  • VUID-VkStencilOpState-passOp-parameter
    passOp must be a valid VkStencilOp value

  • VUID-VkStencilOpState-depthFailOp-parameter
    depthFailOp must be a valid VkStencilOp value

  • VUID-VkStencilOpState-compareOp-parameter
    compareOp must be a valid VkCompareOp value

To dynamically set the stencil compare mask, call:

// Provided by VK_VERSION_1_0
void vkCmdSetStencilCompareMask(
    VkCommandBuffer                             commandBuffer,
    VkStencilFaceFlags                          faceMask,
    uint32_t                                    compareMask);
  • commandBuffer is the command buffer into which the command will be recorded.

  • faceMask is a bitmask of VkStencilFaceFlagBits specifying the set of stencil state for which to update the compare mask.

  • compareMask is the new value to use as the stencil compare mask.

This command sets the stencil compare mask for subsequent drawing commands when drawing using shader objects, or when the graphics pipeline is created with VK_DYNAMIC_STATE_STENCIL_COMPARE_MASK set in VkPipelineDynamicStateCreateInfo::pDynamicStates. Otherwise, this state is specified by the VkStencilOpState::compareMask value used to create the currently active pipeline, for both front and back faces.

Valid Usage (Implicit)
  • VUID-vkCmdSetStencilCompareMask-commandBuffer-parameter
    commandBuffer must be a valid VkCommandBuffer handle

  • VUID-vkCmdSetStencilCompareMask-faceMask-parameter
    faceMask must be a valid combination of VkStencilFaceFlagBits values

  • VUID-vkCmdSetStencilCompareMask-faceMask-requiredbitmask
    faceMask must not be 0

  • VUID-vkCmdSetStencilCompareMask-commandBuffer-recording
    commandBuffer must be in the recording state

  • VUID-vkCmdSetStencilCompareMask-commandBuffer-cmdpool
    The VkCommandPool that commandBuffer was allocated from must support graphics operations

  • VUID-vkCmdSetStencilCompareMask-videocoding
    This command must only be called outside of a video coding scope

Host Synchronization
  • Host access to commandBuffer must be externally synchronized

  • Host access to the VkCommandPool that commandBuffer was allocated from must be externally synchronized

Command Properties
Command Buffer Levels Render Pass Scope Video Coding Scope Supported Queue Types Command Type

Primary
Secondary

Both

Outside

Graphics

State

VkStencilFaceFlagBits values are:

// Provided by VK_VERSION_1_0
typedef enum VkStencilFaceFlagBits {
    VK_STENCIL_FACE_FRONT_BIT = 0x00000001,
    VK_STENCIL_FACE_BACK_BIT = 0x00000002,
    VK_STENCIL_FACE_FRONT_AND_BACK = 0x00000003,
    VK_STENCIL_FRONT_AND_BACK = VK_STENCIL_FACE_FRONT_AND_BACK,
} VkStencilFaceFlagBits;
  • VK_STENCIL_FACE_FRONT_BIT specifies that only the front set of stencil state is updated.

  • VK_STENCIL_FACE_BACK_BIT specifies that only the back set of stencil state is updated.

  • VK_STENCIL_FACE_FRONT_AND_BACK is the combination of VK_STENCIL_FACE_FRONT_BIT and VK_STENCIL_FACE_BACK_BIT, and specifies that both sets of stencil state are updated.

// Provided by VK_VERSION_1_0
typedef VkFlags VkStencilFaceFlags;

VkStencilFaceFlags is a bitmask type for setting a mask of zero or more VkStencilFaceFlagBits.

To dynamically set the stencil write mask, call:

// Provided by VK_VERSION_1_0
void vkCmdSetStencilWriteMask(
    VkCommandBuffer                             commandBuffer,
    VkStencilFaceFlags                          faceMask,
    uint32_t                                    writeMask);
  • commandBuffer is the command buffer into which the command will be recorded.

  • faceMask is a bitmask of VkStencilFaceFlagBits specifying the set of stencil state for which to update the write mask, as described above for vkCmdSetStencilCompareMask.

  • writeMask is the new value to use as the stencil write mask.

This command sets the stencil write mask for subsequent drawing commands when drawing using shader objects, or when the graphics pipeline is created with VK_DYNAMIC_STATE_STENCIL_WRITE_MASK set in VkPipelineDynamicStateCreateInfo::pDynamicStates. Otherwise, this state is specified by the writeMask value used to create the currently active pipeline, for both VkPipelineDepthStencilStateCreateInfo::front and VkPipelineDepthStencilStateCreateInfo::back faces.

Valid Usage (Implicit)
  • VUID-vkCmdSetStencilWriteMask-commandBuffer-parameter
    commandBuffer must be a valid VkCommandBuffer handle

  • VUID-vkCmdSetStencilWriteMask-faceMask-parameter
    faceMask must be a valid combination of VkStencilFaceFlagBits values

  • VUID-vkCmdSetStencilWriteMask-faceMask-requiredbitmask
    faceMask must not be 0

  • VUID-vkCmdSetStencilWriteMask-commandBuffer-recording
    commandBuffer must be in the recording state

  • VUID-vkCmdSetStencilWriteMask-commandBuffer-cmdpool
    The VkCommandPool that commandBuffer was allocated from must support graphics operations

  • VUID-vkCmdSetStencilWriteMask-videocoding
    This command must only be called outside of a video coding scope

Host Synchronization
  • Host access to commandBuffer must be externally synchronized

  • Host access to the VkCommandPool that commandBuffer was allocated from must be externally synchronized

Command Properties
Command Buffer Levels Render Pass Scope Video Coding Scope Supported Queue Types Command Type

Primary
Secondary

Both

Outside

Graphics

State

To dynamically set the stencil reference value, call:

// Provided by VK_VERSION_1_0
void vkCmdSetStencilReference(
    VkCommandBuffer                             commandBuffer,
    VkStencilFaceFlags                          faceMask,
    uint32_t                                    reference);
  • commandBuffer is the command buffer into which the command will be recorded.

  • faceMask is a bitmask of VkStencilFaceFlagBits specifying the set of stencil state for which to update the reference value, as described above for vkCmdSetStencilCompareMask.

  • reference is the new value to use as the stencil reference value.

This command sets the stencil reference value for subsequent drawing commands when drawing using shader objects, or when the graphics pipeline is created with VK_DYNAMIC_STATE_STENCIL_REFERENCE set in VkPipelineDynamicStateCreateInfo::pDynamicStates. Otherwise, this state is specified by the VkPipelineDepthStencilStateCreateInfo::reference value used to create the currently active pipeline, for both front and back faces.

Valid Usage (Implicit)
  • VUID-vkCmdSetStencilReference-commandBuffer-parameter
    commandBuffer must be a valid VkCommandBuffer handle

  • VUID-vkCmdSetStencilReference-faceMask-parameter
    faceMask must be a valid combination of VkStencilFaceFlagBits values

  • VUID-vkCmdSetStencilReference-faceMask-requiredbitmask
    faceMask must not be 0

  • VUID-vkCmdSetStencilReference-commandBuffer-recording
    commandBuffer must be in the recording state

  • VUID-vkCmdSetStencilReference-commandBuffer-cmdpool
    The VkCommandPool that commandBuffer was allocated from must support graphics operations

  • VUID-vkCmdSetStencilReference-videocoding
    This command must only be called outside of a video coding scope

Host Synchronization
  • Host access to commandBuffer must be externally synchronized

  • Host access to the VkCommandPool that commandBuffer was allocated from must be externally synchronized

Command Properties
Command Buffer Levels Render Pass Scope Video Coding Scope Supported Queue Types Command Type

Primary
Secondary

Both

Outside

Graphics

State

Possible values of the failOp, passOp, and depthFailOp members of VkStencilOpState, specifying what happens to the stored stencil value if this or certain subsequent tests fail or pass, are:

// Provided by VK_VERSION_1_0
typedef enum VkStencilOp {
    VK_STENCIL_OP_KEEP = 0,
    VK_STENCIL_OP_ZERO = 1,
    VK_STENCIL_OP_REPLACE = 2,
    VK_STENCIL_OP_INCREMENT_AND_CLAMP = 3,
    VK_STENCIL_OP_DECREMENT_AND_CLAMP = 4,
    VK_STENCIL_OP_INVERT = 5,
    VK_STENCIL_OP_INCREMENT_AND_WRAP = 6,
    VK_STENCIL_OP_DECREMENT_AND_WRAP = 7,
} VkStencilOp;
  • VK_STENCIL_OP_KEEP keeps the current value.

  • VK_STENCIL_OP_ZERO sets the value to 0.

  • VK_STENCIL_OP_REPLACE sets the value to reference.

  • VK_STENCIL_OP_INCREMENT_AND_CLAMP increments the current value and clamps to the maximum representable unsigned value.

  • VK_STENCIL_OP_DECREMENT_AND_CLAMP decrements the current value and clamps to 0.

  • VK_STENCIL_OP_INVERT bitwise-inverts the current value.

  • VK_STENCIL_OP_INCREMENT_AND_WRAP increments the current value and wraps to 0 when the maximum value would have been exceeded.

  • VK_STENCIL_OP_DECREMENT_AND_WRAP decrements the current value and wraps to the maximum possible value when the value would go below 0.

For purposes of increment and decrement, the stencil bits are considered as an unsigned integer.

29.10. Depth Test

The depth test compares the depth value za in the depth/stencil attachment at each sample’s framebuffer coordinates (xf,yf) and sample index i against the sample’s depth value zf. If there is no depth attachment then the depth test is skipped.

If the render pass has a fragment density map attachment and the fragment covers multiple pixels, there is an implementation-dependent association of rasterization samples to depth attachment samples within the fragment. However, if all samples in the fragment are covered, and the depth attachment value is updated as a result of this test, all depth attachment samples will be updated.

The depth test occurs in three stages, as detailed in the following sections.

29.10.1. Depth Clamping and Range Adjustment

If VkPipelineRasterizationStateCreateInfo::depthClampEnable is enabled, zf is clamped to [zmin, zmax], where zmin = min(n,f), zmax = max(n,f)], and n and f are the minDepth and maxDepth depth range values of the viewport used by this fragment, respectively.

If VkPhysicalDeviceDepthClampZeroOneFeaturesEXT::depthClampZeroOne is enabled:

  • If the depth attachment has a floating-point format and VK_EXT_depth_range_unrestricted is enabled then zf is unchanged.

  • Otherwise, zf is clamped to the range [0, 1].

Otherwise:

  • If zf is not in the range [zmin, zmax], then zf is undefined following this step.

  • If the depth attachment has a fixed-point format and zf is not in the range [0, 1], then zf is undefined following this step.

29.10.2. Depth Comparison

If the depth test is not enabled, as specified by vkCmdSetDepthTestEnable or VkPipelineDepthStencilStateCreateInfo::depthTestEnable, then this step is skipped.

The comparison operation performed is determined by the VkCompareOp value set by vkCmdSetDepthCompareOp, or by VkPipelineDepthStencilStateCreateInfo::depthCompareOp during pipeline creation. zf and za are used as the reference and test values, respectively, in the operation specified by the VkCompareOp.

If the comparison evaluates to false, the coverage for the sample is set to 0.

29.10.3. Depth Attachment Writes

If depth writes are enabled, as specified by vkCmdSetDepthWriteEnable or VkPipelineDepthStencilStateCreateInfo::depthWriteEnable, and the comparison evaluated to true, the depth attachment value za is set to the sample’s depth value zf. If there is no depth attachment, no value is written.

To dynamically enable or disable the depth test, call:

// Provided by VK_VERSION_1_3
void vkCmdSetDepthTestEnable(
    VkCommandBuffer                             commandBuffer,
    VkBool32                                    depthTestEnable);

or the equivalent command

// Provided by VK_EXT_extended_dynamic_state, VK_EXT_shader_object
void vkCmdSetDepthTestEnableEXT(
    VkCommandBuffer                             commandBuffer,
    VkBool32                                    depthTestEnable);
  • commandBuffer is the command buffer into which the command will be recorded.

  • depthTestEnable specifies if the depth test is enabled.

This command sets the depth test enable for subsequent drawing commands when drawing using shader objects, or when the graphics pipeline is created with VK_DYNAMIC_STATE_DEPTH_TEST_ENABLE set in VkPipelineDynamicStateCreateInfo::pDynamicStates. Otherwise, this state is specified by the VkPipelineDepthStencilStateCreateInfo::depthTestEnable value used to create the currently active pipeline.

Valid Usage
  • VUID-vkCmdSetDepthTestEnable-None-08971
    At least one of the following must be true:

Valid Usage (Implicit)
  • VUID-vkCmdSetDepthTestEnable-commandBuffer-parameter
    commandBuffer must be a valid VkCommandBuffer handle

  • VUID-vkCmdSetDepthTestEnable-commandBuffer-recording
    commandBuffer must be in the recording state

  • VUID-vkCmdSetDepthTestEnable-commandBuffer-cmdpool
    The VkCommandPool that commandBuffer was allocated from must support graphics operations

  • VUID-vkCmdSetDepthTestEnable-videocoding
    This command must only be called outside of a video coding scope

Host Synchronization
  • Host access to commandBuffer must be externally synchronized

  • Host access to the VkCommandPool that commandBuffer was allocated from must be externally synchronized

Command Properties
Command Buffer Levels Render Pass Scope Video Coding Scope Supported Queue Types Command Type

Primary
Secondary

Both

Outside

Graphics

State

To dynamically set the depth compare operator, call:

// Provided by VK_VERSION_1_3
void vkCmdSetDepthCompareOp(
    VkCommandBuffer                             commandBuffer,
    VkCompareOp                                 depthCompareOp);

or the equivalent command

// Provided by VK_EXT_extended_dynamic_state, VK_EXT_shader_object
void vkCmdSetDepthCompareOpEXT(
    VkCommandBuffer                             commandBuffer,
    VkCompareOp                                 depthCompareOp);
  • commandBuffer is the command buffer into which the command will be recorded.

  • depthCompareOp is a VkCompareOp value specifying the comparison operator used for the Depth Comparison step of the depth test.

This command sets the depth comparison operator for subsequent drawing commands when drawing using shader objects, or when the graphics pipeline is created with VK_DYNAMIC_STATE_DEPTH_COMPARE_OP set in VkPipelineDynamicStateCreateInfo::pDynamicStates. Otherwise, this state is specified by the VkPipelineDepthStencilStateCreateInfo::depthCompareOp value used to create the currently active pipeline.

Valid Usage
  • VUID-vkCmdSetDepthCompareOp-None-08971
    At least one of the following must be true:

Valid Usage (Implicit)
  • VUID-vkCmdSetDepthCompareOp-commandBuffer-parameter
    commandBuffer must be a valid VkCommandBuffer handle

  • VUID-vkCmdSetDepthCompareOp-depthCompareOp-parameter
    depthCompareOp must be a valid VkCompareOp value

  • VUID-vkCmdSetDepthCompareOp-commandBuffer-recording
    commandBuffer must be in the recording state

  • VUID-vkCmdSetDepthCompareOp-commandBuffer-cmdpool
    The VkCommandPool that commandBuffer was allocated from must support graphics operations

  • VUID-vkCmdSetDepthCompareOp-videocoding
    This command must only be called outside of a video coding scope

Host Synchronization
  • Host access to commandBuffer must be externally synchronized

  • Host access to the VkCommandPool that commandBuffer was allocated from must be externally synchronized

Command Properties
Command Buffer Levels Render Pass Scope Video Coding Scope Supported Queue Types Command Type

Primary
Secondary

Both

Outside

Graphics

State

To dynamically set the depth write enable, call:

// Provided by VK_VERSION_1_3
void vkCmdSetDepthWriteEnable(
    VkCommandBuffer                             commandBuffer,
    VkBool32                                    depthWriteEnable);

or the equivalent command

// Provided by VK_EXT_extended_dynamic_state, VK_EXT_shader_object
void vkCmdSetDepthWriteEnableEXT(
    VkCommandBuffer                             commandBuffer,
    VkBool32                                    depthWriteEnable);
  • commandBuffer is the command buffer into which the command will be recorded.

  • depthWriteEnable specifies if depth writes are enabled.

This command sets the depth write enable for subsequent drawing commands when drawing using shader objects, or when the graphics pipeline is created with VK_DYNAMIC_STATE_DEPTH_WRITE_ENABLE set in VkPipelineDynamicStateCreateInfo::pDynamicStates. Otherwise, this state is specified by the VkPipelineDepthStencilStateCreateInfo::depthWriteEnable value used to create the currently active pipeline.

Valid Usage
  • VUID-vkCmdSetDepthWriteEnable-None-08971
    At least one of the following must be true:

Valid Usage (Implicit)
  • VUID-vkCmdSetDepthWriteEnable-commandBuffer-parameter
    commandBuffer must be a valid VkCommandBuffer handle

  • VUID-vkCmdSetDepthWriteEnable-commandBuffer-recording
    commandBuffer must be in the recording state

  • VUID-vkCmdSetDepthWriteEnable-commandBuffer-cmdpool
    The VkCommandPool that commandBuffer was allocated from must support graphics operations

  • VUID-vkCmdSetDepthWriteEnable-videocoding
    This command must only be called outside of a video coding scope

Host Synchronization
  • Host access to commandBuffer must be externally synchronized

  • Host access to the VkCommandPool that commandBuffer was allocated from must be externally synchronized

Command Properties
Command Buffer Levels Render Pass Scope Video Coding Scope Supported Queue Types Command Type

Primary
Secondary

Both

Outside

Graphics

State

29.11. Representative Fragment Test

The representative fragment test allows implementations to reduce the amount of rasterization and fragment processing work performed for each point, line, or triangle primitive. For any primitive that produces one or more fragments that pass all prior early fragment tests, the implementation may choose one or more “representative” fragments for processing and discard all other fragments. For draw calls rendering multiple points, lines, or triangles arranged in lists, strips, or fans, the representative fragment test is performed independently for each of those primitives. The set of fragments discarded by the representative fragment test is implementation-dependent. In some cases, the representative fragment test may not discard any fragments for a given primitive.

If the pNext chain of VkGraphicsPipelineCreateInfo includes a VkPipelineRepresentativeFragmentTestStateCreateInfoNV structure, then that structure includes parameters controlling the representative fragment test.

The VkPipelineRepresentativeFragmentTestStateCreateInfoNV structure is defined as:

// Provided by VK_NV_representative_fragment_test
typedef struct VkPipelineRepresentativeFragmentTestStateCreateInfoNV {
    VkStructureType    sType;
    const void*        pNext;
    VkBool32           representativeFragmentTestEnable;
} VkPipelineRepresentativeFragmentTestStateCreateInfoNV;
  • sType is a VkStructureType value identifying this structure.

  • pNext is NULL or a pointer to a structure extending this structure.

  • representativeFragmentTestEnable controls whether the representative fragment test is enabled.

If this structure is not included in the pNext chain, representativeFragmentTestEnable is considered to be VK_FALSE, and the representative fragment test is disabled.

If the active fragment shader does not specify the EarlyFragmentTests execution mode, the representative fragment shader test has no effect, even if enabled.

Valid Usage (Implicit)
  • VUID-VkPipelineRepresentativeFragmentTestStateCreateInfoNV-sType-sType
    sType must be VK_STRUCTURE_TYPE_PIPELINE_REPRESENTATIVE_FRAGMENT_TEST_STATE_CREATE_INFO_NV

To dynamically set the representativeFragmentTestEnable state, call:

// Provided by VK_EXT_extended_dynamic_state3 with VK_NV_representative_fragment_test, VK_EXT_shader_object with VK_NV_representative_fragment_test
void vkCmdSetRepresentativeFragmentTestEnableNV(
    VkCommandBuffer                             commandBuffer,
    VkBool32                                    representativeFragmentTestEnable);
  • commandBuffer is the command buffer into which the command will be recorded.

  • representativeFragmentTestEnable specifies the representativeFragmentTestEnable state.

This command sets the representativeFragmentTestEnable state for subsequent drawing commands when drawing using shader objects, or when the graphics pipeline is created with VK_DYNAMIC_STATE_REPRESENTATIVE_FRAGMENT_TEST_ENABLE_NV set in VkPipelineDynamicStateCreateInfo::pDynamicStates. Otherwise, this state is specified by the VkPipelineRepresentativeFragmentTestStateCreateInfoNV::representativeFragmentTestEnable value used to create the currently active pipeline.

Valid Usage
Valid Usage (Implicit)
  • VUID-vkCmdSetRepresentativeFragmentTestEnableNV-commandBuffer-parameter
    commandBuffer must be a valid VkCommandBuffer handle

  • VUID-vkCmdSetRepresentativeFragmentTestEnableNV-commandBuffer-recording
    commandBuffer must be in the recording state

  • VUID-vkCmdSetRepresentativeFragmentTestEnableNV-commandBuffer-cmdpool
    The VkCommandPool that commandBuffer was allocated from must support graphics operations

  • VUID-vkCmdSetRepresentativeFragmentTestEnableNV-videocoding
    This command must only be called outside of a video coding scope

Host Synchronization
  • Host access to commandBuffer must be externally synchronized

  • Host access to the VkCommandPool that commandBuffer was allocated from must be externally synchronized

Command Properties
Command Buffer Levels Render Pass Scope Video Coding Scope Supported Queue Types Command Type

Primary
Secondary

Both

Outside

Graphics

State

29.12. Sample Counting

Occlusion queries use query pool entries to track the number of samples that pass all the per-fragment tests. The mechanism of collecting an occlusion query value is described in Occlusion Queries.

The occlusion query sample counter increments by one for each sample with a coverage value of 1 in each fragment that survives all the per-fragment tests, including scissor, exclusive scissor, sample mask, alpha to coverage, stencil, and depth tests.

29.13. Fragment Coverage to Color

The VkPipelineCoverageToColorStateCreateInfoNV structure is defined as:

// Provided by VK_NV_fragment_coverage_to_color
typedef struct VkPipelineCoverageToColorStateCreateInfoNV {
    VkStructureType                                sType;
    const void*                                    pNext;
    VkPipelineCoverageToColorStateCreateFlagsNV    flags;
    VkBool32                                       coverageToColorEnable;
    uint32_t                                       coverageToColorLocation;
} VkPipelineCoverageToColorStateCreateInfoNV;
  • sType is a VkStructureType value identifying this structure.

  • pNext is NULL or a pointer to a structure extending this structure.

  • flags is reserved for future use.

  • coverageToColorEnable controls whether the fragment coverage value replaces a fragment color output.

  • coverageToColorLocation controls which fragment shader color output value is replaced.

If the pNext chain of VkPipelineMultisampleStateCreateInfo includes a VkPipelineCoverageToColorStateCreateInfoNV structure, then that structure controls whether the fragment coverage is substituted for a fragment color output and, if so, which output is replaced.

If coverageToColorEnable is VK_TRUE, the coverage mask replaces the first component of the color value corresponding to the fragment shader output location with Location equal to coverageToColorLocation and Index equal to zero. If the color attachment format has fewer bits than the coverage mask, the low bits of the sample coverage mask are taken without any clamping. If the color attachment format has more bits than the coverage mask, the high bits of the sample coverage mask are filled with zeros.

If coverageToColorEnable is VK_FALSE, these operations are skipped. If this structure is not included in the pNext chain, it is as if coverageToColorEnable is VK_FALSE.

Valid Usage
  • VUID-VkPipelineCoverageToColorStateCreateInfoNV-coverageToColorEnable-01404
    If coverageToColorEnable is VK_TRUE, then the render pass subpass indicated by VkGraphicsPipelineCreateInfo::renderPass and VkGraphicsPipelineCreateInfo::subpass must have a color attachment at the location selected by coverageToColorLocation, with a VkFormat of VK_FORMAT_R8_UINT, VK_FORMAT_R8_SINT, VK_FORMAT_R16_UINT, VK_FORMAT_R16_SINT, VK_FORMAT_R32_UINT, or VK_FORMAT_R32_SINT

Valid Usage (Implicit)
  • VUID-VkPipelineCoverageToColorStateCreateInfoNV-sType-sType
    sType must be VK_STRUCTURE_TYPE_PIPELINE_COVERAGE_TO_COLOR_STATE_CREATE_INFO_NV

  • VUID-VkPipelineCoverageToColorStateCreateInfoNV-flags-zerobitmask
    flags must be 0

// Provided by VK_NV_fragment_coverage_to_color
typedef VkFlags VkPipelineCoverageToColorStateCreateFlagsNV;

VkPipelineCoverageToColorStateCreateFlagsNV is a bitmask type for setting a mask, but is currently reserved for future use.

To dynamically set the coverageToColorEnable state, call:

// Provided by VK_EXT_extended_dynamic_state3 with VK_NV_fragment_coverage_to_color, VK_EXT_shader_object with VK_NV_fragment_coverage_to_color
void vkCmdSetCoverageToColorEnableNV(
    VkCommandBuffer                             commandBuffer,
    VkBool32                                    coverageToColorEnable);
  • commandBuffer is the command buffer into which the command will be recorded.

  • coverageToColorEnable specifies the coverageToColorEnable state.

This command sets the coverageToColorEnable state for subsequent drawing commands when drawing using shader objects, or when the graphics pipeline is created with VK_DYNAMIC_STATE_COVERAGE_TO_COLOR_ENABLE_NV set in VkPipelineDynamicStateCreateInfo::pDynamicStates. Otherwise, this state is specified by the VkPipelineCoverageToColorStateCreateInfoNV::coverageToColorEnable value used to create the currently active pipeline.

Valid Usage
Valid Usage (Implicit)
  • VUID-vkCmdSetCoverageToColorEnableNV-commandBuffer-parameter
    commandBuffer must be a valid VkCommandBuffer handle

  • VUID-vkCmdSetCoverageToColorEnableNV-commandBuffer-recording
    commandBuffer must be in the recording state

  • VUID-vkCmdSetCoverageToColorEnableNV-commandBuffer-cmdpool
    The VkCommandPool that commandBuffer was allocated from must support graphics operations

  • VUID-vkCmdSetCoverageToColorEnableNV-videocoding
    This command must only be called outside of a video coding scope

Host Synchronization
  • Host access to commandBuffer must be externally synchronized

  • Host access to the VkCommandPool that commandBuffer was allocated from must be externally synchronized

Command Properties
Command Buffer Levels Render Pass Scope Video Coding Scope Supported Queue Types Command Type

Primary
Secondary

Both

Outside

Graphics

State

To dynamically set the coverageToColorLocation state, call:

// Provided by VK_EXT_extended_dynamic_state3 with VK_NV_fragment_coverage_to_color, VK_EXT_shader_object with VK_NV_fragment_coverage_to_color
void vkCmdSetCoverageToColorLocationNV(
    VkCommandBuffer                             commandBuffer,
    uint32_t                                    coverageToColorLocation);
  • commandBuffer is the command buffer into which the command will be recorded.

  • coverageToColorLocation specifies the coverageToColorLocation state.

This command sets the coverageToColorLocation state for subsequent drawing commands when drawing using shader objects, or when the graphics pipeline is created with VK_DYNAMIC_STATE_COVERAGE_TO_COLOR_LOCATION_NV set in VkPipelineDynamicStateCreateInfo::pDynamicStates. Otherwise, this state is specified by the VkPipelineCoverageToColorStateCreateInfoNV::coverageToColorLocation value used to create the currently active pipeline.

Valid Usage
Valid Usage (Implicit)
  • VUID-vkCmdSetCoverageToColorLocationNV-commandBuffer-parameter
    commandBuffer must be a valid VkCommandBuffer handle

  • VUID-vkCmdSetCoverageToColorLocationNV-commandBuffer-recording
    commandBuffer must be in the recording state

  • VUID-vkCmdSetCoverageToColorLocationNV-commandBuffer-cmdpool
    The VkCommandPool that commandBuffer was allocated from must support graphics operations

  • VUID-vkCmdSetCoverageToColorLocationNV-videocoding
    This command must only be called outside of a video coding scope

Host Synchronization
  • Host access to commandBuffer must be externally synchronized

  • Host access to the VkCommandPool that commandBuffer was allocated from must be externally synchronized

Command Properties
Command Buffer Levels Render Pass Scope Video Coding Scope Supported Queue Types Command Type

Primary
Secondary

Both

Outside

Graphics

State

29.14. Coverage Reduction

Coverage reduction takes the coverage information for a fragment and converts that to a boolean coverage value for each color sample in each pixel covered by the fragment.

29.14.1. Pixel Coverage

Coverage for each pixel is first extracted from the total fragment coverage mask. This consists of rasterizationSamples unique coverage samples for each pixel in the fragment area, each with a unique sample index. If the fragment only contains a single pixel, coverage for the pixel is equivalent to the fragment coverage.

If the render pass has a fragment density map attachment and the fragment covers multiple pixels, pixel coverage is generated in an implementation-dependent manner. If all samples in the fragment are covered, all samples will be covered in each pixel coverage.

If a shading rate image is used, and the fragment covers multiple pixels, each pixel’s coverage consists of the coverage samples corresponding to that pixel, and each sample retains its unique sample index i.

If the fragment shading rate is set, and the fragment covers multiple pixels, each pixel’s coverage consists of the coverage samples with a pixel index matching that pixel, and each sample retains its unique sample index i.

29.14.2. Color Sample Coverage

Once pixel coverage is determined, coverage for each individual color sample corresponding to that pixel is determined.

If the number of rasterizationSamples is identical to the number of samples in the color attachments, a color sample is covered if the pixel coverage sample with the same sample index i is covered.

Otherwise, the coverage for each color sample is computed from the pixel coverage as follows.

If the VK_AMD_mixed_attachment_samples extension is enabled, for color samples present in the color attachments, a color sample is covered if the pixel coverage sample with the same sample index i is covered; additional pixel coverage samples are discarded.

If the pNext chain of VkSubpassDescription2 or VkRenderingInfo includes a VkMultisampledRenderToSingleSampledInfoEXT structure with the multisampledRenderToSingleSampledEnable field equal to VK_TRUE, sample coverage is calculated as if the attachment has VkMultisampledRenderToSingleSampledInfoEXT::rasterizationSamples samples.

When the VK_NV_coverage_reduction_mode extension is enabled, the pipeline state controlling coverage reduction is specified through the members of the VkPipelineCoverageReductionStateCreateInfoNV structure.

The VkPipelineCoverageReductionStateCreateInfoNV structure is defined as:

// Provided by VK_NV_coverage_reduction_mode
typedef struct VkPipelineCoverageReductionStateCreateInfoNV {
    VkStructureType                                  sType;
    const void*                                      pNext;
    VkPipelineCoverageReductionStateCreateFlagsNV    flags;
    VkCoverageReductionModeNV                        coverageReductionMode;
} VkPipelineCoverageReductionStateCreateInfoNV;
  • sType is a VkStructureType value identifying this structure.

  • pNext is NULL or a pointer to a structure extending this structure.

  • flags is reserved for future use.

  • coverageReductionMode is a VkCoverageReductionModeNV value controlling how color sample coverage is generated from pixel coverage.

If this structure is not included in the pNext chain, or if the extension is not enabled, the default coverage reduction mode is inferred as follows:

Valid Usage (Implicit)
  • VUID-VkPipelineCoverageReductionStateCreateInfoNV-sType-sType
    sType must be VK_STRUCTURE_TYPE_PIPELINE_COVERAGE_REDUCTION_STATE_CREATE_INFO_NV

  • VUID-VkPipelineCoverageReductionStateCreateInfoNV-flags-zerobitmask
    flags must be 0

  • VUID-VkPipelineCoverageReductionStateCreateInfoNV-coverageReductionMode-parameter
    coverageReductionMode must be a valid VkCoverageReductionModeNV value

// Provided by VK_NV_coverage_reduction_mode
typedef VkFlags VkPipelineCoverageReductionStateCreateFlagsNV;

VkPipelineCoverageReductionStateCreateFlagsNV is a bitmask type for setting a mask, but is currently reserved for future use.

Possible values of VkPipelineCoverageReductionStateCreateInfoNV::coverageReductionMode, specifying how color sample coverage is generated from pixel coverage, are:

// Provided by VK_NV_coverage_reduction_mode
typedef enum VkCoverageReductionModeNV {
    VK_COVERAGE_REDUCTION_MODE_MERGE_NV = 0,
    VK_COVERAGE_REDUCTION_MODE_TRUNCATE_NV = 1,
} VkCoverageReductionModeNV;
  • VK_COVERAGE_REDUCTION_MODE_MERGE_NV specifies that each color sample will be associated with an implementation-dependent subset of samples in the pixel coverage. If any of those associated samples are covered, the color sample is covered.

  • VK_COVERAGE_REDUCTION_MODE_TRUNCATE_NV specifies that for color samples present in the color attachments, a color sample is covered if the pixel coverage sample with the same sample index i is covered; other pixel coverage samples are discarded.

To dynamically set the coverageReductionMode state, call:

// Provided by VK_EXT_extended_dynamic_state3 with VK_NV_coverage_reduction_mode, VK_EXT_shader_object with VK_NV_coverage_reduction_mode
void vkCmdSetCoverageReductionModeNV(
    VkCommandBuffer                             commandBuffer,
    VkCoverageReductionModeNV                   coverageReductionMode);
  • commandBuffer is the command buffer into which the command will be recorded.

  • coverageReductionMode specifies the coverageReductionMode state.

This command sets the coverageReductionMode state for subsequent drawing commands when drawing using shader objects, or when the graphics pipeline is created with VK_DYNAMIC_STATE_COVERAGE_REDUCTION_MODE_NV set in VkPipelineDynamicStateCreateInfo::pDynamicStates. Otherwise, this state is specified by the VkPipelineCoverageReductionStateCreateInfoNV::coverageReductionMode value used to create the currently active pipeline.

Valid Usage
Valid Usage (Implicit)
  • VUID-vkCmdSetCoverageReductionModeNV-commandBuffer-parameter
    commandBuffer must be a valid VkCommandBuffer handle

  • VUID-vkCmdSetCoverageReductionModeNV-coverageReductionMode-parameter
    coverageReductionMode must be a valid VkCoverageReductionModeNV value

  • VUID-vkCmdSetCoverageReductionModeNV-commandBuffer-recording
    commandBuffer must be in the recording state

  • VUID-vkCmdSetCoverageReductionModeNV-commandBuffer-cmdpool
    The VkCommandPool that commandBuffer was allocated from must support graphics operations

  • VUID-vkCmdSetCoverageReductionModeNV-videocoding
    This command must only be called outside of a video coding scope

Host Synchronization
  • Host access to commandBuffer must be externally synchronized

  • Host access to the VkCommandPool that commandBuffer was allocated from must be externally synchronized

Command Properties
Command Buffer Levels Render Pass Scope Video Coding Scope Supported Queue Types Command Type

Primary
Secondary

Both

Outside

Graphics

State

To query the set of mixed sample combinations of coverage reduction mode, rasterization samples and color, depth, stencil attachment sample counts that are supported by a physical device, call:

// Provided by VK_NV_coverage_reduction_mode
VkResult vkGetPhysicalDeviceSupportedFramebufferMixedSamplesCombinationsNV(
    VkPhysicalDevice                            physicalDevice,
    uint32_t*                                   pCombinationCount,
    VkFramebufferMixedSamplesCombinationNV*     pCombinations);
  • physicalDevice is the physical device from which to query the set of combinations.

  • pCombinationCount is a pointer to an integer related to the number of combinations available or queried, as described below.

  • pCombinations is either NULL or a pointer to an array of VkFramebufferMixedSamplesCombinationNV values, indicating the supported combinations of coverage reduction mode, rasterization samples, and color, depth, stencil attachment sample counts.

If pCombinations is NULL, then the number of supported combinations for the given physicalDevice is returned in pCombinationCount. Otherwise, pCombinationCount must point to a variable set by the user to the number of elements in the pCombinations array, and on return the variable is overwritten with the number of values actually written to pCombinations. If the value of pCombinationCount is less than the number of combinations supported for the given physicalDevice, at most pCombinationCount values will be written to pCombinations, and VK_INCOMPLETE will be returned instead of VK_SUCCESS, to indicate that not all the supported values were returned.

Valid Usage (Implicit)
  • VUID-vkGetPhysicalDeviceSupportedFramebufferMixedSamplesCombinationsNV-physicalDevice-parameter
    physicalDevice must be a valid VkPhysicalDevice handle

  • VUID-vkGetPhysicalDeviceSupportedFramebufferMixedSamplesCombinationsNV-pCombinationCount-parameter
    pCombinationCount must be a valid pointer to a uint32_t value

  • VUID-vkGetPhysicalDeviceSupportedFramebufferMixedSamplesCombinationsNV-pCombinations-parameter
    If the value referenced by pCombinationCount is not 0, and pCombinations is not NULL, pCombinations must be a valid pointer to an array of pCombinationCount VkFramebufferMixedSamplesCombinationNV structures

Return Codes
Success
  • VK_SUCCESS

  • VK_INCOMPLETE

Failure
  • VK_ERROR_OUT_OF_HOST_MEMORY

  • VK_ERROR_OUT_OF_DEVICE_MEMORY

The VkFramebufferMixedSamplesCombinationNV structure is defined as:

// Provided by VK_NV_coverage_reduction_mode
typedef struct VkFramebufferMixedSamplesCombinationNV {
    VkStructureType              sType;
    void*                        pNext;
    VkCoverageReductionModeNV    coverageReductionMode;
    VkSampleCountFlagBits        rasterizationSamples;
    VkSampleCountFlags           depthStencilSamples;
    VkSampleCountFlags           colorSamples;
} VkFramebufferMixedSamplesCombinationNV;
  • sType is a VkStructureType value identifying this structure.

  • pNext is NULL or a pointer to a structure extending this structure.

  • coverageReductionMode is a VkCoverageReductionModeNV value specifying the coverage reduction mode.

  • rasterizationSamples is a VkSampleCountFlagBits specifying the number of rasterization samples in the supported combination.

  • depthStencilSamples specifies the number of samples in the depth stencil attachment in the supported combination. A value of 0 indicates the combination does not have a depth stencil attachment.

  • colorSamples specifies the number of color samples in a color attachment in the supported combination. A value of 0 indicates the combination does not have a color attachment.

Valid Usage (Implicit)
  • VUID-VkFramebufferMixedSamplesCombinationNV-sType-sType
    sType must be VK_STRUCTURE_TYPE_FRAMEBUFFER_MIXED_SAMPLES_COMBINATION_NV

  • VUID-VkFramebufferMixedSamplesCombinationNV-pNext-pNext
    pNext must be NULL

29.14.3. Coverage Modulation

As part of coverage reduction, fragment color values can also be modulated (multiplied) by a value that is a function of fraction of covered rasterization samples associated with that color sample.

Pipeline state controlling coverage modulation is specified through the members of the VkPipelineCoverageModulationStateCreateInfoNV structure.

The VkPipelineCoverageModulationStateCreateInfoNV structure is defined as:

// Provided by VK_NV_framebuffer_mixed_samples
typedef struct VkPipelineCoverageModulationStateCreateInfoNV {
    VkStructureType                                   sType;
    const void*                                       pNext;
    VkPipelineCoverageModulationStateCreateFlagsNV    flags;
    VkCoverageModulationModeNV                        coverageModulationMode;
    VkBool32                                          coverageModulationTableEnable;
    uint32_t                                          coverageModulationTableCount;
    const float*                                      pCoverageModulationTable;
} VkPipelineCoverageModulationStateCreateInfoNV;
  • sType is a VkStructureType value identifying this structure.

  • pNext is NULL or a pointer to a structure extending this structure.

  • flags is reserved for future use.

  • coverageModulationMode is a VkCoverageModulationModeNV value controlling which color components are modulated.

  • coverageModulationTableEnable controls whether the modulation factor is looked up from a table in pCoverageModulationTable.

  • coverageModulationTableCount is the number of elements in pCoverageModulationTable.

  • pCoverageModulationTable is a table of modulation factors containing a value for each number of covered samples.

If coverageModulationTableEnable is VK_FALSE, then for each color sample the associated bits of the pixel coverage are counted and divided by the number of associated bits to produce a modulation factor R in the range (0,1] (a value of zero would have been killed due to a color coverage of 0). Specifically:

  • N = value of rasterizationSamples

  • M = value of VkAttachmentDescription::samples for any color attachments

  • R = popcount(associated coverage bits) / (N / M)

If coverageModulationTableEnable is VK_TRUE, the value R is computed using a programmable lookup table. The lookup table has N / M elements, and the element of the table is selected by:

  • R = pCoverageModulationTable[popcount(associated coverage bits)-1]

Note that the table does not have an entry for popcount(associated coverage bits) = 0, because such samples would have been killed.

The values of pCoverageModulationTable may be rounded to an implementation-dependent precision, which is at least as fine as 1 / N, and clamped to [0,1].

For each color attachment with a floating point or normalized color format, each fragment output color value is replicated to M values which can each be modulated (multiplied) by that color sample’s associated value of R. Which components are modulated is controlled by coverageModulationMode.

If this structure is not included in the pNext chain, it is as if coverageModulationMode is VK_COVERAGE_MODULATION_MODE_NONE_NV.

If the coverage reduction mode is VK_COVERAGE_REDUCTION_MODE_TRUNCATE_NV, each color sample is associated with only a single coverage sample. In this case, it is as if coverageModulationMode is VK_COVERAGE_MODULATION_MODE_NONE_NV.

Valid Usage
  • VUID-VkPipelineCoverageModulationStateCreateInfoNV-coverageModulationTableEnable-01405
    If coverageModulationTableEnable is VK_TRUE, coverageModulationTableCount must be equal to the number of rasterization samples divided by the number of color samples in the subpass

Valid Usage (Implicit)
  • VUID-VkPipelineCoverageModulationStateCreateInfoNV-sType-sType
    sType must be VK_STRUCTURE_TYPE_PIPELINE_COVERAGE_MODULATION_STATE_CREATE_INFO_NV

  • VUID-VkPipelineCoverageModulationStateCreateInfoNV-flags-zerobitmask
    flags must be 0

  • VUID-VkPipelineCoverageModulationStateCreateInfoNV-coverageModulationMode-parameter
    coverageModulationMode must be a valid VkCoverageModulationModeNV value

// Provided by VK_NV_framebuffer_mixed_samples
typedef VkFlags VkPipelineCoverageModulationStateCreateFlagsNV;

VkPipelineCoverageModulationStateCreateFlagsNV is a bitmask type for setting a mask, but is currently reserved for future use.

Possible values of VkPipelineCoverageModulationStateCreateInfoNV::coverageModulationMode, specifying which color components are modulated, are:

// Provided by VK_NV_framebuffer_mixed_samples
typedef enum VkCoverageModulationModeNV {
    VK_COVERAGE_MODULATION_MODE_NONE_NV = 0,
    VK_COVERAGE_MODULATION_MODE_RGB_NV = 1,
    VK_COVERAGE_MODULATION_MODE_ALPHA_NV = 2,
    VK_COVERAGE_MODULATION_MODE_RGBA_NV = 3,
} VkCoverageModulationModeNV;
  • VK_COVERAGE_MODULATION_MODE_NONE_NV specifies that no components are multiplied by the modulation factor.

  • VK_COVERAGE_MODULATION_MODE_RGB_NV specifies that the red, green, and blue components are multiplied by the modulation factor.

  • VK_COVERAGE_MODULATION_MODE_ALPHA_NV specifies that the alpha component is multiplied by the modulation factor.

  • VK_COVERAGE_MODULATION_MODE_RGBA_NV specifies that all components are multiplied by the modulation factor.

To dynamically set the coverageModulationMode state, call:

// Provided by VK_EXT_extended_dynamic_state3 with VK_NV_framebuffer_mixed_samples, VK_EXT_shader_object with VK_NV_framebuffer_mixed_samples
void vkCmdSetCoverageModulationModeNV(
    VkCommandBuffer                             commandBuffer,
    VkCoverageModulationModeNV                  coverageModulationMode);
  • commandBuffer is the command buffer into which the command will be recorded.

  • coverageModulationMode specifies the coverageModulationMode state.

This command sets the coverageModulationMode state for subsequent drawing commands when drawing using shader objects, or the graphics pipeline is created with VK_DYNAMIC_STATE_COVERAGE_MODULATION_MODE_NV set in VkPipelineDynamicStateCreateInfo::pDynamicStates. Otherwise, this state is specified by the VkPipelineCoverageModulationStateCreateInfoNV::coverageModulationMode value used to create the currently active pipeline.

Valid Usage
Valid Usage (Implicit)
  • VUID-vkCmdSetCoverageModulationModeNV-commandBuffer-parameter
    commandBuffer must be a valid VkCommandBuffer handle

  • VUID-vkCmdSetCoverageModulationModeNV-coverageModulationMode-parameter
    coverageModulationMode must be a valid VkCoverageModulationModeNV value

  • VUID-vkCmdSetCoverageModulationModeNV-commandBuffer-recording
    commandBuffer must be in the recording state

  • VUID-vkCmdSetCoverageModulationModeNV-commandBuffer-cmdpool
    The VkCommandPool that commandBuffer was allocated from must support graphics operations

  • VUID-vkCmdSetCoverageModulationModeNV-videocoding
    This command must only be called outside of a video coding scope

Host Synchronization
  • Host access to commandBuffer must be externally synchronized

  • Host access to the VkCommandPool that commandBuffer was allocated from must be externally synchronized

Command Properties
Command Buffer Levels Render Pass Scope Video Coding Scope Supported Queue Types Command Type

Primary
Secondary

Both

Outside

Graphics

State

To dynamically set the coverageModulationTableEnable state, call:

// Provided by VK_EXT_extended_dynamic_state3 with VK_NV_framebuffer_mixed_samples, VK_EXT_shader_object with VK_NV_framebuffer_mixed_samples
void vkCmdSetCoverageModulationTableEnableNV(
    VkCommandBuffer                             commandBuffer,
    VkBool32                                    coverageModulationTableEnable);
  • commandBuffer is the command buffer into which the command will be recorded.

  • coverageModulationTableEnable specifies the coverageModulationTableEnable state.

This command sets the coverageModulationTableEnable state for subsequent drawing commands when drawing using shader objects, or when the graphics pipeline is created with VK_DYNAMIC_STATE_COVERAGE_MODULATION_TABLE_ENABLE_NV set in VkPipelineDynamicStateCreateInfo::pDynamicStates. Otherwise, this state is specified by the VkPipelineCoverageModulationStateCreateInfoNV::coverageModulationTableEnable value used to create the currently active pipeline.

Valid Usage
Valid Usage (Implicit)
  • VUID-vkCmdSetCoverageModulationTableEnableNV-commandBuffer-parameter
    commandBuffer must be a valid VkCommandBuffer handle

  • VUID-vkCmdSetCoverageModulationTableEnableNV-commandBuffer-recording
    commandBuffer must be in the recording state

  • VUID-vkCmdSetCoverageModulationTableEnableNV-commandBuffer-cmdpool
    The VkCommandPool that commandBuffer was allocated from must support graphics operations

  • VUID-vkCmdSetCoverageModulationTableEnableNV-videocoding
    This command must only be called outside of a video coding scope

Host Synchronization
  • Host access to commandBuffer must be externally synchronized

  • Host access to the VkCommandPool that commandBuffer was allocated from must be externally synchronized

Command Properties
Command Buffer Levels Render Pass Scope Video Coding Scope Supported Queue Types Command Type

Primary
Secondary

Both

Outside

Graphics

State

To dynamically set the pCoverageModulationTable state, call:

// Provided by VK_EXT_extended_dynamic_state3 with VK_NV_framebuffer_mixed_samples, VK_EXT_shader_object with VK_NV_framebuffer_mixed_samples
void vkCmdSetCoverageModulationTableNV(
    VkCommandBuffer                             commandBuffer,
    uint32_t                                    coverageModulationTableCount,
    const float*                                pCoverageModulationTable);
  • commandBuffer is the command buffer into which the command will be recorded.

  • coverageModulationTableCount specifies the number of elements in pCoverageModulationTable.

  • pCoverageModulationTable specifies the table of modulation factors containing a value for each number of covered samples.

This command sets the table of modulation factors for subsequent drawing commands when drawing using shader objects, or when the graphics pipeline is created with VK_DYNAMIC_STATE_COVERAGE_MODULATION_TABLE_NV set in VkPipelineDynamicStateCreateInfo::pDynamicStates. Otherwise, this state is specified by the VkPipelineCoverageModulationStateCreateInfoNV::coverageModulationTableCount, and VkPipelineCoverageModulationStateCreateInfoNV::pCoverageModulationTable values used to create the currently active pipeline.

Valid Usage
Valid Usage (Implicit)
  • VUID-vkCmdSetCoverageModulationTableNV-commandBuffer-parameter
    commandBuffer must be a valid VkCommandBuffer handle

  • VUID-vkCmdSetCoverageModulationTableNV-pCoverageModulationTable-parameter
    pCoverageModulationTable must be a valid pointer to an array of coverageModulationTableCount float values

  • VUID-vkCmdSetCoverageModulationTableNV-commandBuffer-recording
    commandBuffer must be in the recording state

  • VUID-vkCmdSetCoverageModulationTableNV-commandBuffer-cmdpool
    The VkCommandPool that commandBuffer was allocated from must support graphics operations

  • VUID-vkCmdSetCoverageModulationTableNV-videocoding
    This command must only be called outside of a video coding scope

  • VUID-vkCmdSetCoverageModulationTableNV-coverageModulationTableCount-arraylength
    coverageModulationTableCount must be greater than 0

Host Synchronization
  • Host access to commandBuffer must be externally synchronized

  • Host access to the VkCommandPool that commandBuffer was allocated from must be externally synchronized

Command Properties
Command Buffer Levels Render Pass Scope Video Coding Scope Supported Queue Types Command Type

Primary
Secondary

Both

Outside

Graphics

State