25. Rasterization
Rasterization is the process by which a primitive is converted to a two-dimensional image. Each discrete location of this image contains associated data such as depth, color, or other attributes.
Rasterizing a primitive begins by determining which squares of an integer grid in framebuffer coordinates are occupied by the primitive, and assigning one or more depth values to each such square. This process is described below for points, lines, and polygons.
A grid square, including its (x,y) framebuffer coordinates, z (depth), and associated data added by fragment shaders, is called a fragment. A fragment is located by its upper left corner, which lies on integer grid coordinates.
Rasterization operations also refer to a fragment’s sample locations, which are offset by fractional values from its upper left corner. The rasterization rules for points, lines, and triangles involve testing whether each sample location is inside the primitive. Fragments need not actually be square, and rasterization rules are not affected by the aspect ratio of fragments. Display of non-square grids, however, will cause rasterized points and line segments to appear fatter in one direction than the other.
We assume that fragments are square, since it simplifies antialiasing and texturing. After rasterization, fragments are processed by fragment operations.
Several factors affect rasterization, including the members of VkPipelineRasterizationStateCreateInfo and VkPipelineMultisampleStateCreateInfo.
The VkPipelineRasterizationStateCreateInfo
structure is defined as:
// Provided by VK_VERSION_1_0
typedef struct VkPipelineRasterizationStateCreateInfo {
VkStructureType sType;
const void* pNext;
VkPipelineRasterizationStateCreateFlags flags;
VkBool32 depthClampEnable;
VkBool32 rasterizerDiscardEnable;
VkPolygonMode polygonMode;
VkCullModeFlags cullMode;
VkFrontFace frontFace;
VkBool32 depthBiasEnable;
float depthBiasConstantFactor;
float depthBiasClamp;
float depthBiasSlopeFactor;
float lineWidth;
} VkPipelineRasterizationStateCreateInfo;
-
sType
is a VkStructureType value identifying this structure. -
pNext
isNULL
or a pointer to a structure extending this structure. -
flags
is reserved for future use. -
depthClampEnable
controls whether to clamp the fragment’s depth values as described in Depth Test. Enabling depth clamp will also disable clipping primitives to the z planes of the frustrum as described in Primitive Clipping. -
rasterizerDiscardEnable
controls whether primitives are discarded immediately before the rasterization stage. -
polygonMode
is the triangle rendering mode. See VkPolygonMode. -
cullMode
is the triangle facing direction used for primitive culling. See VkCullModeFlagBits. -
frontFace
is a VkFrontFace value specifying the front-facing triangle orientation to be used for culling. -
depthBiasEnable
controls whether to bias fragment depth values. -
depthBiasConstantFactor
is a scalar factor controlling the constant depth value added to each fragment. -
depthBiasClamp
is the maximum (or minimum) depth bias of a fragment. -
depthBiasSlopeFactor
is a scalar factor applied to a fragment’s slope in depth bias calculations. -
lineWidth
is the width of rasterized line segments.
// Provided by VK_VERSION_1_0
typedef VkFlags VkPipelineRasterizationStateCreateFlags;
VkPipelineRasterizationStateCreateFlags
is a bitmask type for setting
a mask, but is currently reserved for future use.
The VkPipelineMultisampleStateCreateInfo
structure is defined as:
// Provided by VK_VERSION_1_0
typedef struct VkPipelineMultisampleStateCreateInfo {
VkStructureType sType;
const void* pNext;
VkPipelineMultisampleStateCreateFlags flags;
VkSampleCountFlagBits rasterizationSamples;
VkBool32 sampleShadingEnable;
float minSampleShading;
const VkSampleMask* pSampleMask;
VkBool32 alphaToCoverageEnable;
VkBool32 alphaToOneEnable;
} VkPipelineMultisampleStateCreateInfo;
-
sType
is a VkStructureType value identifying this structure. -
pNext
isNULL
or a pointer to a structure extending this structure. -
flags
is reserved for future use. -
rasterizationSamples
is a VkSampleCountFlagBits value specifying the number of samples used in rasterization. -
sampleShadingEnable
can be used to enable Sample Shading. -
minSampleShading
specifies a minimum fraction of sample shading ifsampleShadingEnable
is set toVK_TRUE
. -
pSampleMask
is a pointer to an array of VkSampleMask values used in the sample mask test. -
alphaToCoverageEnable
controls whether a temporary coverage value is generated based on the alpha component of the fragment’s first color output as specified in the Multisample Coverage section. -
alphaToOneEnable
controls whether the alpha component of the fragment’s first color output is replaced with one as described in Multisample Coverage.
Each bit in the sample mask is associated with a unique
sample index as defined for the
coverage mask.
Each bit b for mask word w in the sample mask corresponds to
sample index i, where i = 32 × w + b.
pSampleMask
has a length equal to ⌈
rasterizationSamples
/ 32 ⌉ words.
If pSampleMask
is NULL
, it is treated as if the mask has all bits
set to 1
.
// Provided by VK_VERSION_1_0
typedef VkFlags VkPipelineMultisampleStateCreateFlags;
VkPipelineMultisampleStateCreateFlags
is a bitmask type for setting a
mask, but is currently reserved for future use.
The elements of the sample mask array are of type VkSampleMask, each representing 32 bits of coverage information:
// Provided by VK_VERSION_1_0
typedef uint32_t VkSampleMask;
Rasterization only generates fragments which cover one or more pixels inside the framebuffer. Pixels outside the framebuffer are never considered covered in the fragment. Fragments which would be produced by application of any of the primitive rasterization rules described below but which lie outside the framebuffer are not produced, nor are they processed by any later stage of the pipeline, including any of the fragment operations.
Surviving fragments are processed by fragment shaders. Fragment shaders determine associated data for fragments, and can also modify or replace their assigned depth values.
25.1. Discarding Primitives Before Rasterization
Primitives are discarded before rasterization if the
rasterizerDiscardEnable
member of
VkPipelineRasterizationStateCreateInfo is enabled.
When enabled, primitives are discarded after they are processed by the last
active shader stage in the pipeline before rasterization.
To dynamically enable whether primitives are discarded before the rasterization stage, call:
// Provided by VK_VERSION_1_3
void vkCmdSetRasterizerDiscardEnable(
VkCommandBuffer commandBuffer,
VkBool32 rasterizerDiscardEnable);
-
commandBuffer
is the command buffer into which the command will be recorded. -
rasterizerDiscardEnable
controls whether primitives are discarded immediately before the rasterization stage.
This command sets the discard enable for subsequent drawing commands
when the graphics pipeline is created with
VK_DYNAMIC_STATE_RASTERIZER_DISCARD_ENABLE
set in
VkPipelineDynamicStateCreateInfo::pDynamicStates
.
Otherwise, this state is specified by the
VkPipelineRasterizationStateCreateInfo::rasterizerDiscardEnable
value used to create the currently active pipeline.
25.2. Rasterization Order
Within a subpass of a render pass instance, for a given (x,y,layer,sample) sample location, the following operations are guaranteed to execute in rasterization order, for each separate primitive that includes that sample location:
-
Fragment operations, in the order defined
-
Blending, logic operations, and color writes
Execution of these operations for each primitive in a subpass occurs in primitive order.
25.3. Multisampling
Multisampling is a mechanism to antialias all Vulkan primitives: points, lines, and polygons. The technique is to sample all primitives multiple times at each pixel. Each sample in each framebuffer attachment has storage for a color, depth, and/or stencil value, such that per-fragment operations apply to each sample independently. The color sample values can be later resolved to a single color (see Resolving Multisample Images and the Render Pass chapter for more details on how to resolve multisample images to non-multisample images).
Vulkan defines rasterization rules for single-sample modes in a way that is equivalent to a multisample mode with a single sample in the center of each fragment.
Each fragment includes a coverage mask with a single bit for each sample in the fragment, and a number of depth values and associated data for each sample.
It is understood that each pixel has rasterizationSamples
locations
associated with it.
These locations are exact positions, rather than regions or areas, and each
is referred to as a sample point.
The sample points associated with a pixel must be located inside or on the
boundary of the unit square that is considered to bound the pixel.
Furthermore, the relative locations of sample points may be identical for
each pixel in the framebuffer, or they may differ.
If the current pipeline includes a fragment shader with one or more
variables in its interface decorated with Sample
and Input
, the
data associated with those variables will be assigned independently for each
sample.
The values for each sample must be evaluated at the location of the sample.
The data associated with any other variables not decorated with Sample
and Input
need not be evaluated independently for each sample.
A coverage mask is generated for each fragment, based on which samples within that fragment are determined to be within the area of the primitive that generated the fragment.
Single pixel fragments
have one set of samples.
Each set of samples has a number of samples determined by
VkPipelineMultisampleStateCreateInfo::rasterizationSamples
.
Each sample in a set is assigned a unique sample index i in the
range [0, rasterizationSamples
).
Each sample in a fragment is also assigned a unique coverage index j
in the range [0, n × rasterizationSamples
), where n
is the number of sets in the fragment.
If the fragment contains a single set of samples, the coverage index is
always equal to the sample index.
The coverage mask includes B bits packed into W words, defined as:
-
B = n ×
rasterizationSamples
-
W = ⌈B/32⌉
Bit b in coverage mask word w is 1
if the sample with coverage
index j = 32×w + b is covered, and 0
otherwise.
If the standardSampleLocations
member of VkPhysicalDeviceLimits
is VK_TRUE
, then the sample counts VK_SAMPLE_COUNT_1_BIT
,
VK_SAMPLE_COUNT_2_BIT
, VK_SAMPLE_COUNT_4_BIT
,
VK_SAMPLE_COUNT_8_BIT
, and VK_SAMPLE_COUNT_16_BIT
have sample
locations as listed in the following table, with the ith entry in
the table corresponding to sample index i.
VK_SAMPLE_COUNT_32_BIT
and VK_SAMPLE_COUNT_64_BIT
do not have
standard sample locations.
Locations are defined relative to an origin in the upper left corner of the
fragment.
Sample count | Sample Locations | |
---|---|---|
|
(0.5,0.5) |
|
|
(0.75,0.75) |
|
|
(0.375, 0.125) |
|
|
(0.5625, 0.3125) |
|
|
(0.5625, 0.5625) |
25.4. Sample Shading
Sample shading can be used to specify a minimum number of unique samples to
process for each fragment.
If sample shading is enabled, an implementation must invoke the fragment
shader at least max(⌈
VkPipelineMultisampleStateCreateInfo::minSampleShading
×
VkPipelineMultisampleStateCreateInfo::rasterizationSamples
⌉, 1) times per fragment.
If VkPipelineMultisampleStateCreateInfo::sampleShadingEnable
is
set to VK_TRUE
, sample shading is enabled.
If a fragment shader entry point statically uses an
input variable decorated with a BuiltIn
of SampleId
or
SamplePosition
, sample shading is enabled and a value of 1.0
is used
instead of minSampleShading
.
If a fragment shader entry point statically uses an
input variable decorated with Sample
, sample shading may be enabled
and a value of 1.0
will be used instead of minSampleShading
if it
is.
Note
If a shader decorates an input variable with |
If there are fewer fragment invocations than covered samples, implementations may include those samples in fragment shader invocations in any manner as long as covered samples are all shaded at least once, and each invocation that is not a helper invocation covers at least one sample.
25.5. Points
A point is drawn by generating a set of fragments in the shape of a square
centered around the vertex of the point.
Each vertex has an associated point size controlling the width/height of
that square.
The point size is taken from the (potentially clipped) shader built-in
PointSize
written by:
-
the geometry shader, if active;
-
the tessellation evaluation shader, if active and no geometry shader is active;
-
the vertex shader, otherwise
and clamped to the implementation-dependent point size range
[pointSizeRange
[0],pointSizeRange
[1]].
The value written to PointSize
must be greater than zero.
Not all point sizes need be supported, but the size 1.0 must be supported.
The range of supported sizes and the size of evenly-spaced gradations within
that range are implementation-dependent.
The range and gradations are obtained from the pointSizeRange
and
pointSizeGranularity
members of VkPhysicalDeviceLimits.
If, for instance, the size range is from 0.1 to 2.0 and the gradation size
is 0.1, then the sizes 0.1, 0.2, …, 1.9, 2.0 are supported.
Additional point sizes may also be supported.
There is no requirement that these sizes be equally spaced.
If an unsupported size is requested, the nearest supported size is used
instead.
25.5.1. Basic Point Rasterization
Point rasterization produces a fragment for each fragment area group of
framebuffer pixels with one or more sample points that intersect a region
centered at the point’s (xf,yf).
This region is a square with side equal to the current point size.
Coverage bits that correspond to sample points that intersect the region are
1, other coverage bits are 0.
All fragments produced in rasterizing a point are assigned the same
associated data, which are those of the vertex corresponding to the point.
However, the fragment shader built-in PointCoord
contains point sprite
texture coordinates.
The s and t point sprite texture coordinates vary from zero to
one across the point horizontally left-to-right and vertically
top-to-bottom, respectively.
The following formulas are used to evaluate s and t:
where size is the point’s size; (xp,yp) is the location at which the point sprite coordinates are evaluated - this may be the framebuffer coordinates of the fragment center, or the location of a sample; and (xf,yf) is the exact, unrounded framebuffer coordinate of the vertex for the point.
25.6. Line Segments
To dynamically set the line width, call:
// Provided by VK_VERSION_1_0
void vkCmdSetLineWidth(
VkCommandBuffer commandBuffer,
float lineWidth);
-
commandBuffer
is the command buffer into which the command will be recorded. -
lineWidth
is the width of rasterized line segments.
This command sets the line width for subsequent drawing commands
when the graphics pipeline is created with VK_DYNAMIC_STATE_LINE_WIDTH
set in VkPipelineDynamicStateCreateInfo::pDynamicStates
.
Otherwise, this state is specified by the
VkPipelineRasterizationStateCreateInfo::lineWidth
value used to
create the currently active pipeline.
Not all line widths need be supported for line segment rasterization, but
width 1.0 antialiased segments must be provided.
The range and gradations are obtained from the lineWidthRange
and
lineWidthGranularity
members of VkPhysicalDeviceLimits.
If, for instance, the size range is from 0.1 to 2.0 and the gradation size
is 0.1, then the sizes 0.1, 0.2, …, 1.9, 2.0 are supported.
Additional line widths may also be supported.
There is no requirement that these widths be equally spaced.
If an unsupported width is requested, the nearest supported width is used
instead.
25.6.1. Basic Line Segment Rasterization
Rasterized line segments produce fragments which intersect a rectangle centered on the line segment. Two of the edges are parallel to the specified line segment; each is at a distance of one-half the current width from that segment in directions perpendicular to the direction of the line. The other two edges pass through the line endpoints and are perpendicular to the direction of the specified line segment. Coverage bits that correspond to sample points that intersect the rectangle are 1, other coverage bits are 0.
Next we specify how the data associated with each rasterized fragment are
obtained.
Let pr = (xd, yd) be the framebuffer coordinates at which
associated data are evaluated.
This may be the center of a fragment or the location of a sample within the
fragment.
When rasterizationSamples
is VK_SAMPLE_COUNT_1_BIT
, the fragment
center must be used.
Let pa = (xa, ya) and pb = (xb,yb) be
initial and final endpoints of the line segment, respectively.
Set
(Note that t = 0 at pa and t = 1 at pb. Also note that this calculation projects the vector from pa to pr onto the line, and thus computes the normalized distance of the fragment along the line.)
If strictLines
is VK_TRUE
, line segments
are rasterized using perspective or linear interpolation.
Perspective interpolation for a line segment interpolates two values in a manner that is correct when taking the perspective of the viewport into consideration, by way of the line segment’s clip coordinates. An interpolated value f can be determined by
where fa and fb are the data associated with the starting and ending endpoints of the segment, respectively; wa and wb are the clip w coordinates of the starting and ending endpoints of the segment, respectively.
Linear interpolation for a line segment directly interpolates two values, and an interpolated value f can be determined by
-
f = (1 - t) fa + t fb
where fa and fb are the data associated with the starting and ending endpoints of the segment, respectively.
The clip coordinate w for a sample is determined using perspective interpolation. The depth value z for a sample is determined using linear interpolation. Interpolation of fragment shader input values are determined by Interpolation decorations.
The above description documents the preferred method of line rasterization,
and must be used when
the implementation advertises the strictLines
limit in
VkPhysicalDeviceLimits as VK_TRUE
.
When
strictLines
is VK_FALSE
,
the edges of the lines are generated as a parallelogram surrounding the
original line.
The major axis is chosen by noting the axis in which there is the greatest
distance between the line start and end points.
If the difference is equal in both directions then the X axis is chosen as
the major axis.
Edges 2 and 3 are aligned to the minor axis and are centered on the
endpoints of the line as in Non strict lines, and each is
lineWidth
long.
Edges 0 and 1 are parallel to the line and connect the endpoints of edges 2
and 3.
Coverage bits that correspond to sample points that intersect the
parallelogram are 1, other coverage bits are 0.
Samples that fall exactly on the edge of the parallelogram follow the polygon rasterization rules.
Interpolation occurs as if the parallelogram was decomposed into two triangles where each pair of vertices at each end of the line has identical attributes.
Only when
strictLines
is VK_FALSE
implementations may deviate from the non-strict line algorithm described
above in the following ways:
-
Implementations may instead interpolate each fragment according to the formula in Basic Line Segment Rasterization using the original line segment endpoints.
-
Rasterization of non-antialiased non-strict line segments may be performed using the rules defined in Bresenham Line Segment Rasterization.
25.6.2. Bresenham Line Segment Rasterization
Non-strict lines may also follow these rasterization rules for non-antialiased lines.
Line segment rasterization begins by characterizing the segment as either x-major or y-major. x-major line segments have slope in the closed interval [-1,1]; all other line segments are y-major (slope is determined by the segment’s endpoints). We specify rasterization only for x-major segments except in cases where the modifications for y-major segments are not self-evident.
Ideally, Vulkan uses a diamond-exit rule to determine those fragments that are produced by rasterizing a line segment. For each fragment f with center at framebuffer coordinates xf and yf, define a diamond-shaped region that is the intersection of four half planes:
Essentially, a line segment starting at pa and ending at pb produces those fragments f for which the segment intersects Rf, except if pb is contained in Rf.
To avoid difficulties when an endpoint lies on a boundary of Rf we (in principle) perturb the supplied endpoints by a tiny amount. Let pa and pb have framebuffer coordinates (xa, ya) and (xb, yb), respectively. Obtain the perturbed endpoints pa' given by (xa, ya) - (ε, ε2) and pb' given by (xb, yb) - (ε, ε2). Rasterizing the line segment starting at pa and ending at pb produces those fragments f for which the segment starting at pa' and ending on pb' intersects Rf, except if pb' is contained in Rf. ε is chosen to be so small that rasterizing the line segment produces the same fragments when δ is substituted for ε for any 0 < δ ≤ ε.
When pa and pb lie on fragment centers, this characterization of fragments reduces to Bresenham’s algorithm with one modification: lines produced in this description are “half-open”, meaning that the final fragment (corresponding to pb) is not drawn. This means that when rasterizing a series of connected line segments, shared endpoints will be produced only once rather than twice (as would occur with Bresenham’s algorithm).
Implementations may use other line segment rasterization algorithms, subject to the following rules:
-
The coordinates of a fragment produced by the algorithm must not deviate by more than one unit in either x or y framebuffer coordinates from a corresponding fragment produced by the diamond-exit rule.
-
The total number of fragments produced by the algorithm must not differ from that produced by the diamond-exit rule by more than one.
-
For an x-major line, two fragments that lie in the same framebuffer-coordinate column must not be produced (for a y-major line, two fragments that lie in the same framebuffer-coordinate row must not be produced).
-
If two line segments share a common endpoint, and both segments are either x-major (both left-to-right or both right-to-left) or y-major (both bottom-to-top or both top-to-bottom), then rasterizing both segments must not produce duplicate fragments. Fragments also must not be omitted so as to interrupt continuity of the connected segments.
The actual width w of Bresenham lines is determined by rounding the
line width to the nearest integer, clamping it to the
implementation-dependent lineWidthRange
(with both values rounded to
the nearest integer), then clamping it to be no less than 1.
Bresenham line segments of width other than one are rasterized by offsetting them in the minor direction (for an x-major line, the minor direction is y, and for a y-major line, the minor direction is x) and producing a row or column of fragments in the minor direction. If the line segment has endpoints given by (x0, y0) and (x1, y1) in framebuffer coordinates, the segment with endpoints and is rasterized, but instead of a single fragment, a column of fragments of height w (a row of fragments of length w for a y-major segment) is produced at each x (y for y-major) location. The lowest fragment of this column is the fragment that would be produced by rasterizing the segment of width 1 with the modified coordinates.
The preferred method of attribute interpolation for a wide line is to
generate the same attribute values for all fragments in the row or column
described above, as if the adjusted line was used for interpolation and
those values replicated to the other fragments, except for FragCoord
which is interpolated as usual.
Implementations may instead interpolate each fragment according to the
formula in Basic Line Segment Rasterization, using
the original line segment endpoints.
When Bresenham lines are being rasterized, sample locations may all be treated as being at the pixel center (this may affect attribute and depth interpolation).
Note
The sample locations described above are not used for determining coverage, they are only used for things like attribute interpolation. The rasterization rules that determine coverage are defined in terms of whether the line intersects pixels, as opposed to the point sampling rules used for other primitive types. So these rules are independent of the sample locations. One consequence of this is that Bresenham lines cover the same pixels regardless of the number of rasterization samples, and cover all samples in those pixels (unless masked out or killed). |
25.7. Polygons
A polygon results from the decomposition of a triangle strip, triangle fan or a series of independent triangles. Like points and line segments, polygon rasterization is controlled by several variables in the VkPipelineRasterizationStateCreateInfo structure.
25.7.1. Basic Polygon Rasterization
The first step of polygon rasterization is to determine whether the triangle is back-facing or front-facing. This determination is made based on the sign of the (clipped or unclipped) polygon’s area computed in framebuffer coordinates. One way to compute this area is:
where and are the x and y framebuffer coordinates of the ith vertex of the n-vertex polygon (vertices are numbered starting at zero for the purposes of this computation) and i ⊕ 1 is (i + 1) mod n.
The interpretation of the sign of a is determined by the
VkPipelineRasterizationStateCreateInfo::frontFace
property of
the currently active pipeline.
Possible values are:
// Provided by VK_VERSION_1_0
typedef enum VkFrontFace {
VK_FRONT_FACE_COUNTER_CLOCKWISE = 0,
VK_FRONT_FACE_CLOCKWISE = 1,
} VkFrontFace;
-
VK_FRONT_FACE_COUNTER_CLOCKWISE
specifies that a triangle with positive area is considered front-facing. -
VK_FRONT_FACE_CLOCKWISE
specifies that a triangle with negative area is considered front-facing.
Any triangle which is not front-facing is back-facing, including zero-area triangles.
To dynamically set the front face orientation, call:
// Provided by VK_VERSION_1_3
void vkCmdSetFrontFace(
VkCommandBuffer commandBuffer,
VkFrontFace frontFace);
-
commandBuffer
is the command buffer into which the command will be recorded. -
frontFace
is a VkFrontFace value specifying the front-facing triangle orientation to be used for culling.
This command sets the front face orientation for subsequent drawing commands
when the graphics pipeline is created with VK_DYNAMIC_STATE_FRONT_FACE
set in VkPipelineDynamicStateCreateInfo::pDynamicStates
.
Otherwise, this state is specified by the
VkPipelineRasterizationStateCreateInfo::frontFace
value used to
create the currently active pipeline.
Once the orientation of triangles is determined, they are culled according
to the VkPipelineRasterizationStateCreateInfo::cullMode
property
of the currently active pipeline.
Possible values are:
// Provided by VK_VERSION_1_0
typedef enum VkCullModeFlagBits {
VK_CULL_MODE_NONE = 0,
VK_CULL_MODE_FRONT_BIT = 0x00000001,
VK_CULL_MODE_BACK_BIT = 0x00000002,
VK_CULL_MODE_FRONT_AND_BACK = 0x00000003,
} VkCullModeFlagBits;
-
VK_CULL_MODE_NONE
specifies that no triangles are discarded -
VK_CULL_MODE_FRONT_BIT
specifies that front-facing triangles are discarded -
VK_CULL_MODE_BACK_BIT
specifies that back-facing triangles are discarded -
VK_CULL_MODE_FRONT_AND_BACK
specifies that all triangles are discarded.
Following culling, fragments are produced for any triangles which have not been discarded.
// Provided by VK_VERSION_1_0
typedef VkFlags VkCullModeFlags;
VkCullModeFlags
is a bitmask type for setting a mask of zero or more
VkCullModeFlagBits.
To dynamically set the cull mode, call:
// Provided by VK_VERSION_1_3
void vkCmdSetCullMode(
VkCommandBuffer commandBuffer,
VkCullModeFlags cullMode);
-
commandBuffer
is the command buffer into which the command will be recorded. -
cullMode
specifies the cull mode property to use for drawing.
This command sets the cull mode for subsequent drawing commands
when the graphics pipeline is created with VK_DYNAMIC_STATE_CULL_MODE
set in VkPipelineDynamicStateCreateInfo::pDynamicStates
.
Otherwise, this state is specified by the
VkPipelineRasterizationStateCreateInfo::cullMode
value used to
create the currently active pipeline.
The rule for determining which fragments are produced by polygon rasterization is called point sampling. The two-dimensional projection obtained by taking the x and y framebuffer coordinates of the polygon’s vertices is formed. Fragments are produced for any fragment area groups of pixels for which any sample points lie inside of this polygon. Coverage bits that correspond to sample points that satisfy the point sampling criteria are 1, other coverage bits are 0. Special treatment is given to a sample whose sample location lies on a polygon edge. In such a case, if two polygons lie on either side of a common edge (with identical endpoints) on which a sample point lies, then exactly one of the polygons must result in a covered sample for that fragment during rasterization. As for the data associated with each fragment produced by rasterizing a polygon, we begin by specifying how these values are produced for fragments in a triangle.
Barycentric coordinates are a set of three numbers, a, b, and c, each in the range [0,1], with a + b + c = 1. These coordinates uniquely specify any point p within the triangle or on the triangle’s boundary as
-
p = a pa + b pb + c pc
where pa, pb, and pc are the vertices of the triangle. a, b, and c are determined by:
where A(lmn) denotes the area in framebuffer coordinates of the triangle with vertices l, m, and n.
Denote an associated datum at pa, pb, or pc as fa, fb, or fc, respectively.
Perspective interpolation for a triangle interpolates three values in a manner that is correct when taking the perspective of the viewport into consideration, by way of the triangle’s clip coordinates. An interpolated value f can be determined by
where wa, wb, and wc are the clip w coordinates of pa, pb, and pc, respectively. a, b, and c are the barycentric coordinates of the location at which the data are produced.
Linear interpolation for a triangle directly interpolates three values, and an interpolated value f can be determined by
-
f = a fa + b fb + c fc
where fa, fb, and fc are the data associated with pa, pb, and pc, respectively.
The clip coordinate w for a sample is determined using perspective interpolation. The depth value z for a sample is determined using linear interpolation. Interpolation of fragment shader input values are determined by Interpolation decorations.
For a polygon with more than three edges, such as are produced by clipping a triangle, a convex combination of the values of the datum at the polygon’s vertices must be used to obtain the value assigned to each fragment produced by the rasterization algorithm. That is, it must be the case that at every fragment
where n is the number of vertices in the polygon and fi is the value of f at vertex i. For each i, 0 ≤ ai ≤ 1 and . The values of ai may differ from fragment to fragment, but at vertex i, ai = 1 and aj = 0 for j ≠ i.
Note
One algorithm that achieves the required behavior is to triangulate a polygon (without adding any vertices) and then treat each triangle individually as already discussed. A scan-line rasterizer that linearly interpolates data along each edge and then linearly interpolates data across each horizontal span from edge to edge also satisfies the restrictions (in this case the numerator and denominator of perspective interpolation are iterated independently, and a division is performed for each fragment). |
25.7.2. Polygon Mode
Possible values of the
VkPipelineRasterizationStateCreateInfo::polygonMode
property of
the currently active pipeline, specifying the method of rasterization for
polygons, are:
// Provided by VK_VERSION_1_0
typedef enum VkPolygonMode {
VK_POLYGON_MODE_FILL = 0,
VK_POLYGON_MODE_LINE = 1,
VK_POLYGON_MODE_POINT = 2,
} VkPolygonMode;
-
VK_POLYGON_MODE_POINT
specifies that polygon vertices are drawn as points. -
VK_POLYGON_MODE_LINE
specifies that polygon edges are drawn as line segments. -
VK_POLYGON_MODE_FILL
specifies that polygons are rendered using the polygon rasterization rules in this section.
These modes affect only the final rasterization of polygons: in particular, a polygon’s vertices are shaded and the polygon is clipped and possibly culled before these modes are applied.
The point size of the final rasterization of polygons when
polygon mode is VK_POLYGON_MODE_POINT
is
implementation-dependent, and the point size may either be PointSize
or 1.0.
25.7.3. Depth Bias
The depth values of all fragments generated by the rasterization of a polygon can be biased (offset) by a single depth bias value that is computed for that polygon.
Depth Bias Enable
The depth bias computation is enabled by the
depthBiasEnable
set with vkCmdSetDepthBiasEnable
or the corresponding
VkPipelineRasterizationStateCreateInfo::depthBiasEnable
value
used to create the currently active pipeline.
If the depth bias enable is VK_FALSE
, no bias is applied and the
fragment’s depth values are unchanged.
To dynamically enable whether to bias fragment depth values, call:
// Provided by VK_VERSION_1_3
void vkCmdSetDepthBiasEnable(
VkCommandBuffer commandBuffer,
VkBool32 depthBiasEnable);
-
commandBuffer
is the command buffer into which the command will be recorded. -
depthBiasEnable
controls whether to bias fragment depth values.
This command sets the depth bias enable for subsequent drawing commands
when the graphics pipeline is created with
VK_DYNAMIC_STATE_DEPTH_BIAS_ENABLE
set in
VkPipelineDynamicStateCreateInfo::pDynamicStates
.
Otherwise, this state is specified by the
VkPipelineRasterizationStateCreateInfo::depthBiasEnable
value
used to create the currently active pipeline.
Depth Bias Computation
The depth bias depends on three parameters:
-
depthBiasSlopeFactor
scales the maximum depth slope m of the polygon -
depthBiasConstantFactor
scales the parameter r of the depth attachment -
the scaled terms are summed to produce a value which is then clamped to a minimum or maximum value specified by
depthBiasClamp
depthBiasSlopeFactor
, depthBiasConstantFactor
, and
depthBiasClamp
can each be positive, negative, or zero.
These parameters are set as described for vkCmdSetDepthBias
below.
The maximum depth slope m of a triangle is
where (xf, yf, zf) is a point on the triangle. m may be approximated as
r is the minimum resolvable difference that depends on the depth
attachment representation.
It
is the smallest difference in framebuffer coordinate z values that is
guaranteed to remain distinct throughout polygon rasterization and in the
depth attachment.
All pairs of fragments generated by the rasterization of two polygons with
otherwise identical vertices, but z
f values that differ by
r, will have distinct depth values.
For fixed-point depth attachment representations, r is constant throughout the range of the entire depth attachment.
Its value is implementation-dependent but must be at most
-
r = 2 × 2-n
where n is the number of bits used for the depth aspect.
For floating-point depth attachment, there is no single minimum resolvable difference. In this case, the minimum resolvable difference for a given polygon is dependent on the maximum exponent, e, in the range of z values spanned by the primitive. If n is the number of bits in the floating-point mantissa, the minimum resolvable difference, r, for the given primitive is defined as
-
r = 2e-n
If no depth attachment is present, r is undefined.
The bias value o for a polygon is
m is computed as described above. If the depth attachment uses a fixed-point representation, m is a function of depth values in the range [0,1], and o is applied to depth values in the same range.
Depth bias is applied to triangle topology primitives received by the rasterizer regardless of polygon mode. Depth bias may also be applied to line and point topology primitives received by the rasterizer.
To dynamically set the depth bias parameters, call:
// Provided by VK_VERSION_1_0
void vkCmdSetDepthBias(
VkCommandBuffer commandBuffer,
float depthBiasConstantFactor,
float depthBiasClamp,
float depthBiasSlopeFactor);
-
commandBuffer
is the command buffer into which the command will be recorded. -
depthBiasConstantFactor
is a scalar factor controlling the constant depth value added to each fragment. -
depthBiasClamp
is the maximum (or minimum) depth bias of a fragment. -
depthBiasSlopeFactor
is a scalar factor applied to a fragment’s slope in depth bias calculations.
This command sets the depth bias parameters for subsequent drawing commands
when the graphics pipeline is created with VK_DYNAMIC_STATE_DEPTH_BIAS
set in VkPipelineDynamicStateCreateInfo::pDynamicStates
.
Otherwise, this state is specified by the corresponding
VkPipelineRasterizationStateCreateInfo::depthBiasConstantFactor
,
depthBiasClamp
, and depthBiasSlopeFactor
values used to create
the currently active pipeline.