API Interactions
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Interacts with VK_KHR_format_feature_flags2 == SPIR-V Dependencies
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SPV_KHR_fragment_shading_rate == Contact
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Tobias Hector tobski
Other Extension Metadata
- Last Modified Date
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2021-09-30
- Interactions and External Dependencies
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This extension provides API support for
GL_EXT_fragment_shading_rate
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- Contributors
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Tobias Hector, AMD
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Guennadi Riguer, AMD
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Matthaeus Chajdas, AMD
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Pat Brown, Nvidia
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Matthew Netsch, Qualcomm
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Slawomir Grajewski, Intel
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Jan-Harald Fredriksen, Arm
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Jeff Bolz, Nvidia
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Arseny Kapoulkine, Roblox
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Contributors to the VK_NV_shading_rate_image specification
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Contributors to the VK_EXT_fragment_density_map specification
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Description
This extension adds the ability to change the rate at which fragments are shaded. Rather than the usual single fragment invocation for each pixel covered by a primitive, multiple pixels can be shaded by a single fragment shader invocation.
Up to three methods are available to the application to change the fragment shading rate:
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https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html#primsrast-fragment-shading-rate-pipeline, which allows the specification of a rate per-draw.
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https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html#primsrast-fragment-shading-rate-primitive, which allows the specification of a rate per primitive, specified during shading.
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https://registry.khronos.org/vulkan/specs/1.3-extensions/html/vkspec.html#primsrast-fragment-shading-rate-attachment, which allows the specification of a rate per-region of the framebuffer, specified in a specialized image attachment.
Additionally, these rates can all be specified and combined in order to adjust the overall detail in the image at each point.
This functionality can be used to focus shading efforts where higher levels of detail are needed in some parts of a scene compared to others. This can be particularly useful in high resolution rendering, or for XR contexts.
This extension also adds support for the SPV_KHR_fragment_shading_rate
extension which enables setting the
primitive fragment shading
rate, and allows querying the final shading rate from a fragment shader.
New Structures
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Extending VkGraphicsPipelineCreateInfo:
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Extending VkPhysicalDeviceFeatures2, VkDeviceCreateInfo:
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Extending VkPhysicalDeviceProperties2:
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Extending VkSubpassDescription2:
New Enum Constants
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VK_KHR_FRAGMENT_SHADING_RATE_EXTENSION_NAME
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VK_KHR_FRAGMENT_SHADING_RATE_SPEC_VERSION
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Extending VkAccessFlagBits:
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VK_ACCESS_FRAGMENT_SHADING_RATE_ATTACHMENT_READ_BIT_KHR
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Extending VkDynamicState:
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VK_DYNAMIC_STATE_FRAGMENT_SHADING_RATE_KHR
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Extending VkFormatFeatureFlagBits:
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VK_FORMAT_FEATURE_FRAGMENT_SHADING_RATE_ATTACHMENT_BIT_KHR
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Extending VkImageLayout:
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VK_IMAGE_LAYOUT_FRAGMENT_SHADING_RATE_ATTACHMENT_OPTIMAL_KHR
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Extending VkImageUsageFlagBits:
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VK_IMAGE_USAGE_FRAGMENT_SHADING_RATE_ATTACHMENT_BIT_KHR
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Extending VkPipelineStageFlagBits:
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VK_PIPELINE_STAGE_FRAGMENT_SHADING_RATE_ATTACHMENT_BIT_KHR
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Extending VkStructureType:
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VK_STRUCTURE_TYPE_FRAGMENT_SHADING_RATE_ATTACHMENT_INFO_KHR
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VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FRAGMENT_SHADING_RATE_FEATURES_KHR
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VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FRAGMENT_SHADING_RATE_KHR
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VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FRAGMENT_SHADING_RATE_PROPERTIES_KHR
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VK_STRUCTURE_TYPE_PIPELINE_FRAGMENT_SHADING_RATE_STATE_CREATE_INFO_KHR
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If VK_KHR_format_feature_flags2 is supported:
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Extending VkFormatFeatureFlagBits2:
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VK_FORMAT_FEATURE_2_FRAGMENT_SHADING_RATE_ATTACHMENT_BIT_KHR
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Version History
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Revision 1, 2020-05-06 (Tobias Hector)
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Initial revision
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Revision 2, 2021-09-30 (Jon Leech)
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Add interaction with
VK_KHR_format_feature_flags2
tovk.xml
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See Also
VkFragmentShadingRateAttachmentInfoKHR, VkFragmentShadingRateCombinerOpKHR, VkPhysicalDeviceFragmentShadingRateFeaturesKHR, VkPhysicalDeviceFragmentShadingRateKHR, VkPhysicalDeviceFragmentShadingRatePropertiesKHR, VkPipelineFragmentShadingRateStateCreateInfoKHR, vkCmdSetFragmentShadingRateKHR, vkGetPhysicalDeviceFragmentShadingRatesKHR
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.