Registered Extension Number




Ratification Status

Not ratified

Extension and Version Dependencies

SPIR-V Dependencies


Other Extension Metadata

Last Modified Date


IP Status

No known IP claims.

Interactions and External Dependencies
  • Jeff Bolz, NVIDIA

  • Daniel Koch, NVIDIA


This extension adds a new way to write shaders to be used with multiview subpasses, where the attributes for all views are written out by a single invocation of the pre-rasterization shader stages. Related SPIR-V and GLSL extensions SPV_NVX_multiview_per_view_attributes and GL_NVX_multiview_per_view_attributes introduce per-view position and viewport mask attributes arrays, and this extension defines how those per-view attribute arrays are interpreted by Vulkan. Pipelines using per-view attributes may only execute the pre-rasterization shader stages once for all views rather than once per-view, which reduces redundant shading work.

A subpass creation flag controls whether the subpass uses this extension. A subpass must either exclusively use this extension or not use it at all.

Some Vulkan implementations only support the position attribute varying between views in the X component. A subpass can declare via a second creation flag whether all pipelines compiled for this subpass will obey this restriction.

Shaders that use the new per-view outputs (e.g. gl_PositionPerViewNV) must also write the non-per-view output (gl_Position), and the values written must be such that gl_Position = gl_PositionPerViewNV[gl_ViewIndex] for all views in the subpass. Implementations are free to either use the per-view outputs or the non-per-view outputs, whichever would be more efficient.

If VK_NV_viewport_array2 is not also supported and enabled, the per-view viewport mask must not be used.

New Structures

New Enum Constants



  • Extending VkStructureType:


  • Extending VkSubpassDescriptionFlagBits:



New Built-In Variables

New SPIR-V Capabilities


#version 450 core

#extension GL_KHX_multiview : enable
#extension GL_NVX_multiview_per_view_attributes : enable

layout(location = 0) in vec4 position;
layout(set = 0, binding = 0) uniform Block { mat4 mvpPerView[2]; } buf;

void main()
    // Output both per-view positions and gl_Position as a function
    // of gl_ViewIndex
    gl_PositionPerViewNV[0] = buf.mvpPerView[0] * position;
    gl_PositionPerViewNV[1] = buf.mvpPerView[1] * position;
    gl_Position = buf.mvpPerView[gl_ViewIndex] * position;

Version History

  • Revision 1, 2017-01-13 (Jeff Bolz)

    • Internal revisions

See Also

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.

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