vulkan-3.26.1: Bindings to the Vulkan graphics API.
Safe HaskellSafe-Inferred
LanguageHaskell2010

Vulkan.Extensions.VK_HUAWEI_subpass_shading

Description

Name

VK_HUAWEI_subpass_shading - device extension

VK_HUAWEI_subpass_shading

Name String
VK_HUAWEI_subpass_shading
Extension Type
Device extension
Registered Extension Number
370
Revision
3
Ratification Status
Not ratified
Extension and Version Dependencies
VK_KHR_create_renderpass2 and VK_KHR_synchronization2
Contact

Other Extension Metadata

Last Modified Date
2021-06-01
Interactions and External Dependencies
Contributors
  • Hueilong Wang
  • Juntao Li, Huawei
  • Renmiao Lu, Huawei
  • Pan Gao, Huawei

Description

This extension allows applications to execute a subpass shading pipeline in a subpass of a render pass in order to save memory bandwidth for algorithms like tile-based deferred rendering and forward plus. A subpass shading pipeline is a pipeline with the compute pipeline ability, allowed to read values from input attachments, and only allowed to be dispatched inside a stand-alone subpass. Its work dimension is defined by the render pass’s render area size. Its workgroup size (width, height) shall be a power-of-two number in width or height, with minimum value from 8, and maximum value shall be decided from the render pass attachments and sample counts but depends on implementation.

The GlobalInvocationId.xy of a subpass shading pipeline is equal to the FragCoord.xy of a graphic pipeline in the same render pass subtracted the offset of the RenderPassBeginInfo::renderArea. GlobalInvocationId.z is mapped to the Layer if VK_EXT_shader_viewport_index_layer is supported. The GlobalInvocationId.xy is equal to the index of the local workgroup multiplied by the size of the local workgroup plus the LocalInvocationId and the offset of the RenderPassBeginInfo::renderArea.

This extension allows a subpass’s pipeline bind point to be PIPELINE_BIND_POINT_SUBPASS_SHADING_HUAWEI.

New Commands

New Structures

New Enum Constants

Sample Code

Example of subpass shading in a GLSL shader

#extension GL_HUAWEI_subpass_shading: enable
#extension GL_KHR_shader_subgroup_arithmetic: enable

layout(constant_id = 0) const uint tileWidth = 8;
layout(constant_id = 1) const uint tileHeight = 8;
layout(local_size_x_id = 0, local_size_y_id = 1, local_size_z = 1) in;
layout(set=0, binding=0, input_attachment_index=0) uniform subpassInput depth;

void main()
{
  float d = subpassLoad(depth).x;
  float minD = subgroupMin(d);
  float maxD = subgroupMax(d);
}

Example of subpass shading dispatching in a subpass

vkCmdNextSubpass(commandBuffer, VK_SUBPASS_CONTENTS_INLINE);
vkCmdBindPipeline(commandBuffer, VK_PIPELINE_BIND_POINT_SUBPASS_SHADING_HUAWEI, subpassShadingPipeline);
vkCmdBindDescriptorSets(commandBuffer, VK_PIPELINE_BIND_POINT_SUBPASS_SHADING_HUAWEI, subpassShadingPipelineLayout,
  firstSet, descriptorSetCount, pDescriptorSets, dynamicOffsetCount, pDynamicOffsets);
vkCmdSubpassShadingHUAWEI(commandBuffer)
vkCmdEndRenderPass(commandBuffer);

Example of subpass shading render pass creation

VkAttachmentDescription2 attachments[] = {
  {
    VK_STRUCTURE_TYPE_ATTACHMENT_DESCRIPTION_2, NULL,
    0, VK_FORMAT_R8G8B8A8_UNORM, VK_SAMPLE_COUNT_1_BIT,
    VK_ATTACHMENT_LOAD_OP_CLEAR, VK_ATTACHMENT_STORE_OP_DONT_CARE,
    VK_ATTACHMENT_LOAD_OP_DONT_CARE, VK_ATTACHMENT_LOAD_OP_DONT_CARE,
    VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL
  },
  {
    VK_STRUCTURE_TYPE_ATTACHMENT_DESCRIPTION_2, NULL,
    0, VK_FORMAT_R8G8B8A8_UNORM, VK_SAMPLE_COUNT_1_BIT,
    VK_ATTACHMENT_LOAD_OP_CLEAR, VK_ATTACHMENT_STORE_OP_DONT_CARE,
    VK_ATTACHMENT_LOAD_OP_DONT_CARE, VK_ATTACHMENT_LOAD_OP_DONT_CARE,
    VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL
  },
  {
    VK_STRUCTURE_TYPE_ATTACHMENT_DESCRIPTION_2, NULL,
    0, VK_FORMAT_R8G8B8A8_UNORM, VK_SAMPLE_COUNT_1_BIT,
    VK_ATTACHMENT_LOAD_OP_CLEAR, VK_ATTACHMENT_STORE_OP_DONT_CARE,
    VK_ATTACHMENT_LOAD_OP_DONT_CARE, VK_ATTACHMENT_LOAD_OP_DONT_CARE,
    VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL
  },
  {
    VK_STRUCTURE_TYPE_ATTACHMENT_DESCRIPTION_2, NULL,
    0, VK_FORMAT_D24_UNORM_S8_UINT, VK_SAMPLE_COUNT_1_BIT,
    VK_ATTACHMENT_LOAD_OP_CLEAR, VK_ATTACHMENT_STORE_OP_DONT_CARE,
    VK_ATTACHMENT_LOAD_OP_CLEAR, VK_ATTACHMENT_LOAD_OP_DONT_CARE,
    VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL
  },
  {
    VK_STRUCTURE_TYPE_ATTACHMENT_DESCRIPTION_2, NULL,
    0, VK_FORMAT_R8G8B8A8_UNORM, VK_SAMPLE_COUNT_1_BIT,
    VK_ATTACHMENT_LOAD_OP_CLEAR, VK_ATTACHMENT_STORE_OP_STORE,
    VK_ATTACHMENT_LOAD_OP_DONT_CARE, VK_ATTACHMENT_LOAD_OP_DONT_CARE,
    VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL
  }
};

VkAttachmentReference2 gBufferAttachmentReferences[] = {
  { VK_STRUCTURE_TYPE_ATTACHMENT_REFERENCE_2, NULL, 0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, VK_IMAGE_ASPECT_COLOR_BIT },
  { VK_STRUCTURE_TYPE_ATTACHMENT_REFERENCE_2, NULL, 1, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, VK_IMAGE_ASPECT_COLOR_BIT },
  { VK_STRUCTURE_TYPE_ATTACHMENT_REFERENCE_2, NULL, 2, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, VK_IMAGE_ASPECT_COLOR_BIT }
};
VkAttachmentReference2 gBufferDepthStencilAttachmentReferences =
  { VK_STRUCTURE_TYPE_ATTACHMENT_REFERENCE_2, NULL, 3, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, VK_IMAGE_ASPECT_DEPTH_BIT|VK_IMAGE_ASPECT_STENCIL_BIT };
VkAttachmentReference2 depthInputAttachmentReferences[] = {
  { VK_STRUCTURE_TYPE_ATTACHMENT_REFERENCE_2, NULL, 3, VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL, VK_IMAGE_ASPECT_DEPTH_BIT|VK_IMAGE_ASPECT_STENCIL_BIT };
};
VkAttachmentReference2 preserveAttachmentReferences[] = {
  { VK_STRUCTURE_TYPE_ATTACHMENT_REFERENCE_2, NULL, 0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, VK_IMAGE_ASPECT_COLOR_BIT },
  { VK_STRUCTURE_TYPE_ATTACHMENT_REFERENCE_2, NULL, 1, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, VK_IMAGE_ASPECT_COLOR_BIT },
  { VK_STRUCTURE_TYPE_ATTACHMENT_REFERENCE_2, NULL, 2, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, VK_IMAGE_ASPECT_COLOR_BIT },
  { VK_STRUCTURE_TYPE_ATTACHMENT_REFERENCE_2, NULL, 3, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, VK_IMAGE_ASPECT_DEPTH_BIT|VK_IMAGE_ASPECT_STENCIL_BIT }
}; // G buffer including depth/stencil
VkAttachmentReference2 colorAttachmentReferences[] = {
  { VK_STRUCTURE_TYPE_ATTACHMENT_REFERENCE_2, NULL, 4, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, VK_IMAGE_ASPECT_COLOR_BIT }
};
VkAttachmentReference2 resolveAttachmentReference =
  { VK_STRUCTURE_TYPE_ATTACHMENT_REFERENCE_2, NULL, 4, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, VK_IMAGE_ASPECT_COLOR_BIT };

VkSubpassDescription2 subpasses[] = {
  {
    VK_STRUCTURE_TYPE_SUBPASS_DESCRIPTION_2, NULL, 0, VK_PIPELINE_BIND_POINT_GRAPHICS, 0,
    0, NULL, // input
    sizeof(gBufferAttachmentReferences)/sizeof(gBufferAttachmentReferences[0]), gBufferAttachmentReferences, // color
    NULL, &gBufferDepthStencilAttachmentReferences, // resolve & DS
    0, NULL
  },
  {
    VK_STRUCTURE_TYPE_SUBPASS_DESCRIPTION_2, NULL, 0, VK_PIPELINE_BIND_POINT_SUBPASS_SHADING_HUAWEI , 0,
    sizeof(depthInputAttachmentReferences)/sizeof(depthInputAttachmentReferences[0]), depthInputAttachmentReferences, // input
    0, NULL, // color
    NULL, NULL, // resolve & DS
    sizeof(preserveAttachmentReferences)/sizeof(preserveAttachmentReferences[0]), preserveAttachmentReferences,
  },
  {
    VK_STRUCTURE_TYPE_SUBPASS_DESCRIPTION_2, NULL, 0, VK_PIPELINE_BIND_POINT_GRAPHICS, 0,
    sizeof(gBufferAttachmentReferences)/sizeof(gBufferAttachmentReferences[0]), gBufferAttachmentReferences, // input
    sizeof(colorAttachmentReferences)/sizeof(colorAttachmentReferences[0]), colorAttachmentReferences, // color
    &resolveAttachmentReference, &gBufferDepthStencilAttachmentReferences, // resolve & DS
    0, NULL
  },
};

VkMemoryBarrier2KHR fragmentToSubpassShading = {
  VK_STRUCTURE_TYPE_MEMORY_BARRIER_2_KHR, NULL,
  VK_PIPELINE_STAGE_2_FRAGMENT_SHADER_BIT_KHR, VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT|VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
  VK_PIPELINE_STAGE_2_SUBPASS_SHADER_BIT_HUAWEI, VK_ACCESS_INPUT_ATTACHMENT_READ_BIT
};

VkMemoryBarrier2KHR subpassShadingToFragment = {
  VK_STRUCTURE_TYPE_MEMORY_BARRIER_2_KHR, NULL,
  VK_PIPELINE_STAGE_2_SUBPASS_SHADER_BIT_HUAWEI, VK_ACCESS_SHADER_WRITE_BIT,
  VK_PIPELINE_STAGE_2_FRAGMENT_SHADER_BIT_KHR, VK_ACCESS_SHADER_READ_BIT
};

VkSubpassDependency2 dependencies[] = {
  {
    VK_STRUCTURE_TYPE_SUBPASS_DEPENDENCY_2, &fragmentToSubpassShading,
    0, 1,
    0, 0, 0, 0,
    0, 0
  },
  {
    VK_STRUCTURE_TYPE_SUBPASS_DEPENDENCY_2, &subpassShadingToFragment,
    1, 2,
    0, 0, 0, 0,
    0, 0
  },
};

VkRenderPassCreateInfo2 renderPassCreateInfo = {
  VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO_2, NULL, 0,
    sizeof(attachments)/sizeof(attachments[0]), attachments,
    sizeof(subpasses)/sizeof(subpasses[0]), subpasses,
    sizeof(dependencies)/sizeof(dependencies[0]), dependencies,
    0, NULL
};
VKRenderPass renderPass;
vkCreateRenderPass2(device, &renderPassCreateInfo, NULL, &renderPass);

Example of subpass shading pipeline creation

VkExtent2D maxWorkgroupSize;

VkSpecializationMapEntry subpassShadingConstantMapEntries[] = {
  { 0, 0 * sizeof(uint32_t), sizeof(uint32_t) },
  { 1, 1 * sizeof(uint32_t), sizeof(uint32_t) }
};

VkSpecializationInfo subpassShadingConstants = {
  2, subpassShadingConstantMapEntries,
  sizeof(VkExtent2D), &maxWorkgroupSize
};

VkSubpassShadingPipelineCreateInfoHUAWEI subpassShadingPipelineCreateInfo {
  VK_STRUCTURE_TYPE_SUBPASSS_SHADING_PIPELINE_CREATE_INFO_HUAWEI, NULL,
  renderPass, 1
};

VkPipelineShaderStageCreateInfo subpassShadingPipelineStageCreateInfo {
  VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO, NULL,
  0, VK_SHADER_STAGE_SUBPASS_SHADING_BIT_HUAWEI,
  shaderModule, "main",
  &subpassShadingConstants
};

VkComputePipelineCreateInfo subpassShadingComputePipelineCreateInfo = {
  VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO, &subpassShadingPipelineCreateInfo,
  0, &subpassShadingPipelineStageCreateInfo,
  pipelineLayout, basePipelineHandle, basePipelineIndex
};

VKPipeline pipeline;

vkGetDeviceSubpassShadingMaxWorkgroupSizeHUAWEI(device, renderPass, &maxWorkgroupSize);
vkCreateComputePipelines(device, pipelineCache, 1, &subpassShadingComputePipelineCreateInfo, NULL, &pipeline);

Version History

  • Revision 2, 2021-06-28 (Hueilong Wang)

    • Change vkGetSubpassShadingMaxWorkgroupSizeHUAWEI to vkGetDeviceSubpassShadingMaxWorkgroupSizeHUAWEI to resolve issue pub1564
  • Revision 1, 2020-12-15 (Hueilong Wang)

    • Initial draft.

See Also

PhysicalDeviceSubpassShadingFeaturesHUAWEI, PhysicalDeviceSubpassShadingPropertiesHUAWEI, SubpassShadingPipelineCreateInfoHUAWEI, cmdSubpassShadingHUAWEI, getDeviceSubpassShadingMaxWorkgroupSizeHUAWEI

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.

Synopsis

Documentation

getDeviceSubpassShadingMaxWorkgroupSizeHUAWEI Source #

Arguments

:: forall io. MonadIO io 
=> Device

device is a handle to a local device object that was used to create the given render pass.

device must be a valid Device handle

-> RenderPass

renderpass must be a valid RenderPass handle

renderpass must have been created, allocated, or retrieved from device

-> io (Result, "maxWorkgroupSize" ::: Extent2D) 

vkGetDeviceSubpassShadingMaxWorkgroupSizeHUAWEI - Query maximum supported subpass shading workgroup size for a give render pass

Return Codes

Success
Failure

See Also

VK_HUAWEI_subpass_shading, Device, Extent2D, RenderPass

cmdSubpassShadingHUAWEI Source #

Arguments

:: forall io. MonadIO io 
=> CommandBuffer

commandBuffer is the command buffer into which the command will be recorded.

-> io () 

vkCmdSubpassShadingHUAWEI - Dispatch compute work items

Description

When the command is executed, a global workgroup consisting of ceil (render area size / local workgroup size) local workgroups is assembled.

Valid Usage

Valid Usage (Implicit)

  • commandBuffer must be in the recording state
  • The CommandPool that commandBuffer was allocated from must support graphics operations
  • This command must only be called inside of a render pass instance
  • This command must only be called outside of a video coding scope

Host Synchronization

  • Host access to commandBuffer must be externally synchronized
  • Host access to the CommandPool that commandBuffer was allocated from must be externally synchronized

Command Properties

'

Command Buffer LevelsRender Pass ScopeVideo Coding ScopeSupported Queue TypesCommand Type
Primary SecondaryInside Outside Graphics Action

See Also

VK_HUAWEI_subpass_shading, CommandBuffer

data SubpassShadingPipelineCreateInfoHUAWEI Source #

VkSubpassShadingPipelineCreateInfoHUAWEI - Structure specifying parameters of a newly created subpass shading pipeline

Valid Usage (Implicit)

See Also

VK_HUAWEI_subpass_shading, RenderPass, StructureType

Constructors

SubpassShadingPipelineCreateInfoHUAWEI 

Fields

Instances

Instances details
Storable SubpassShadingPipelineCreateInfoHUAWEI Source # 
Instance details

Defined in Vulkan.Extensions.VK_HUAWEI_subpass_shading

Show SubpassShadingPipelineCreateInfoHUAWEI Source # 
Instance details

Defined in Vulkan.Extensions.VK_HUAWEI_subpass_shading

Eq SubpassShadingPipelineCreateInfoHUAWEI Source # 
Instance details

Defined in Vulkan.Extensions.VK_HUAWEI_subpass_shading

FromCStruct SubpassShadingPipelineCreateInfoHUAWEI Source # 
Instance details

Defined in Vulkan.Extensions.VK_HUAWEI_subpass_shading

ToCStruct SubpassShadingPipelineCreateInfoHUAWEI Source # 
Instance details

Defined in Vulkan.Extensions.VK_HUAWEI_subpass_shading

Zero SubpassShadingPipelineCreateInfoHUAWEI Source # 
Instance details

Defined in Vulkan.Extensions.VK_HUAWEI_subpass_shading

data PhysicalDeviceSubpassShadingPropertiesHUAWEI Source #

VkPhysicalDeviceSubpassShadingPropertiesHUAWEI - Structure describing subpass shading properties supported by an implementation

Description

If the PhysicalDeviceSubpassShadingPropertiesHUAWEI structure is included in the pNext chain of the PhysicalDeviceProperties2 structure passed to getPhysicalDeviceProperties2, it is filled in with each corresponding implementation-dependent property.

Valid Usage (Implicit)

See Also

VK_HUAWEI_subpass_shading, StructureType

Constructors

PhysicalDeviceSubpassShadingPropertiesHUAWEI 

Fields

  • maxSubpassShadingWorkgroupSizeAspectRatio :: Word32

    maxSubpassShadingWorkgroupSizeAspectRatio indicates the maximum ratio between the width and height of the portion of the subpass shading shader workgroup size. maxSubpassShadingWorkgroupSizeAspectRatio must be a power-of-two value, and must be less than or equal to max(WorkgroupSize.x / WorkgroupSize.y, WorkgroupSize.y / WorkgroupSize.x).

Instances

Instances details
Storable PhysicalDeviceSubpassShadingPropertiesHUAWEI Source # 
Instance details

Defined in Vulkan.Extensions.VK_HUAWEI_subpass_shading

Show PhysicalDeviceSubpassShadingPropertiesHUAWEI Source # 
Instance details

Defined in Vulkan.Extensions.VK_HUAWEI_subpass_shading

Eq PhysicalDeviceSubpassShadingPropertiesHUAWEI Source # 
Instance details

Defined in Vulkan.Extensions.VK_HUAWEI_subpass_shading

FromCStruct PhysicalDeviceSubpassShadingPropertiesHUAWEI Source # 
Instance details

Defined in Vulkan.Extensions.VK_HUAWEI_subpass_shading

ToCStruct PhysicalDeviceSubpassShadingPropertiesHUAWEI Source # 
Instance details

Defined in Vulkan.Extensions.VK_HUAWEI_subpass_shading

Zero PhysicalDeviceSubpassShadingPropertiesHUAWEI Source # 
Instance details

Defined in Vulkan.Extensions.VK_HUAWEI_subpass_shading

data PhysicalDeviceSubpassShadingFeaturesHUAWEI Source #

VkPhysicalDeviceSubpassShadingFeaturesHUAWEI - Structure describing whether subpass shading is enabled

Members

This structure describes the following feature:

Description

If the PhysicalDeviceSubpassShadingFeaturesHUAWEI structure is included in the pNext chain of the PhysicalDeviceFeatures2 structure passed to getPhysicalDeviceFeatures2, it is filled in to indicate whether each corresponding feature is supported. PhysicalDeviceSubpassShadingFeaturesHUAWEI can also be used in the pNext chain of DeviceCreateInfo to selectively enable these features.

Valid Usage (Implicit)

See Also

VK_HUAWEI_subpass_shading, Bool32, StructureType

Constructors

PhysicalDeviceSubpassShadingFeaturesHUAWEI 

Fields

Instances

Instances details
Storable PhysicalDeviceSubpassShadingFeaturesHUAWEI Source # 
Instance details

Defined in Vulkan.Extensions.VK_HUAWEI_subpass_shading

Show PhysicalDeviceSubpassShadingFeaturesHUAWEI Source # 
Instance details

Defined in Vulkan.Extensions.VK_HUAWEI_subpass_shading

Eq PhysicalDeviceSubpassShadingFeaturesHUAWEI Source # 
Instance details

Defined in Vulkan.Extensions.VK_HUAWEI_subpass_shading

FromCStruct PhysicalDeviceSubpassShadingFeaturesHUAWEI Source # 
Instance details

Defined in Vulkan.Extensions.VK_HUAWEI_subpass_shading

ToCStruct PhysicalDeviceSubpassShadingFeaturesHUAWEI Source # 
Instance details

Defined in Vulkan.Extensions.VK_HUAWEI_subpass_shading

Zero PhysicalDeviceSubpassShadingFeaturesHUAWEI Source # 
Instance details

Defined in Vulkan.Extensions.VK_HUAWEI_subpass_shading

type HUAWEI_SUBPASS_SHADING_EXTENSION_NAME = "VK_HUAWEI_subpass_shading" Source #

pattern HUAWEI_SUBPASS_SHADING_EXTENSION_NAME :: forall a. (Eq a, IsString a) => a Source #