Deprecation state
-
Promoted to Vulkan 1.1
Contact
-
Jeff Bolz jeffbolznv
Other Extension Metadata
- Last Modified Date
-
2016-10-28
- IP Status
-
No known IP claims.
- Interactions and External Dependencies
-
-
Promoted to Vulkan 1.1 Core
-
This extension requires
SPV_KHR_multiview
-
This extension provides API support for
GL_EXT_multiview
-
- Contributors
-
-
Jeff Bolz, NVIDIA
-
Description
This extension has the same goal as the OpenGL ES GL_OVR_multiview
extension.
Multiview is a rendering technique originally designed for VR where it is
more efficient to record a single set of commands to be executed with
slightly different behavior for each “view”.
It includes a concise way to declare a render pass with multiple views, and
gives implementations freedom to render the views in the most efficient way
possible.
This is done with a multiview configuration specified during render pass creation with the VkRenderPassMultiviewCreateInfo passed
into VkRenderPassCreateInfo::pNext
.
This extension enables the use of the
SPV_KHR_multiview
shader extension,
which adds a new ViewIndex
built-in type that allows shaders to control
what to do for each view.
If using GLSL there is also the
GL_EXT_multiview
extension that
introduces a highp int gl_ViewIndex;
built-in variable for vertex,
tessellation, geometry, and fragment shaders.
Promotion to Vulkan 1.1
All functionality in this extension is included in core Vulkan 1.1, with the KHR suffix omitted. The original type, enum and command names are still available as aliases of the core functionality.
New Enum Constants
-
VK_KHR_MULTIVIEW_EXTENSION_NAME
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VK_KHR_MULTIVIEW_SPEC_VERSION
-
Extending VkDependencyFlagBits:
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VK_DEPENDENCY_VIEW_LOCAL_BIT_KHR
-
-
Extending VkStructureType:
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VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MULTIVIEW_FEATURES_KHR
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VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MULTIVIEW_PROPERTIES_KHR
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VK_STRUCTURE_TYPE_RENDER_PASS_MULTIVIEW_CREATE_INFO_KHR
-
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.