Contact
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Jan-Harald Fredriksen janharaldfredriksen-arm
Other Extension Metadata
- Last Modified Date
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2023-03-23
- IP Status
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No known IP claims.
- Interactions and External Dependencies
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This extension requires
SPV_EXT_shader_tile_image
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This extension provides API support for
GL_EXT_shader_tile_image
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- Contributors
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Sandeep Kakarlapudi, Arm
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Jan-Harald Fredriksen, Arm
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James Fitzpatrick, Imagination
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Andrew Garrard, Imagination
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Jeff Leger, Qualcomm
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Huilong Wang, Huawei
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Graeme Leese, Broadcom
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Hans-Kristian Arntzen, Valve
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Tobias Hector, AMD
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Jeff Bolz, NVIDIA
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Shahbaz Youssefi, Google
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Description
This extension allows fragment shader invocations to read color, depth and stencil values at their pixel location in rasterization order. The functionality is only available when using dynamic render passes introduced by VK_KHR_dynamic_rendering. Example use cases are programmable blending and deferred shading.
See fragment shader tile image reads for more information.
New Enum Constants
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VK_EXT_SHADER_TILE_IMAGE_EXTENSION_NAME
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VK_EXT_SHADER_TILE_IMAGE_SPEC_VERSION
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Extending VkStructureType:
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VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_TILE_IMAGE_FEATURES_EXT
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VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_TILE_IMAGE_PROPERTIES_EXT
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Examples
Color read example.
layout( location = 0 /* aliased to color attachment 0 */ ) tileImageEXT highp attachmentEXT color0;
layout( location = 1 /* aliased to color attachment 1 */ ) tileImageEXT highp attachmentEXT color1;
layout( location = 0 ) out vec4 fragColor;
void main()
{
vec4 value = colorAttachmentReadEXT(color0) + colorAttachmentReadEXT(color1);
fragColor = value;
}
Depth & Stencil read example.
void main()
{
// read sample 0: works for non-MSAA or MSAA targets
highp float last_depth = depthAttachmentReadEXT();
lowp uint last_stencil = stencilAttachmentReadEXT();
//..
}
Document Notes
For more information, see the Vulkan Specification
This page is a generated document. Fixes and changes should be made to the generator scripts, not directly.