Class NVGeometryShaderPassthrough
- java.lang.Object
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- org.lwjgl.vulkan.NVGeometryShaderPassthrough
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public final class NVGeometryShaderPassthrough extends java.lang.Object
This extension adds support for the following SPIR-V extension in Vulkan:SPV_NV_geometry_shader_passthrough
Geometry shaders provide the ability for applications to process each primitive sent through the graphics pipeline using a programmable shader. However, one common use case treats them largely as a "
passthrough
". In this use case, the bulk of the geometry shader code simply copies inputs from each vertex of the input primitive to corresponding outputs in the vertices of the output primitive. Such shaders might also compute values for additional built-in or user-defined per-primitive attributes (e.g.,Layer
) to be assigned to all the vertices of the output primitive.This extension provides access to the
PassthroughNV
decoration under theGeometryShaderPassthroughNV
capability. Adding this to a geometry shader input variable specifies that the values of this input are copied to the corresponding vertex of the output primitive.When using GLSL source-based shading languages, the
passthrough
layout qualifier fromGL_NV_geometry_shader_passthrough
maps to thePassthroughNV
decoration. To use thepassthrough
layout, in GLSL theGL_NV_geometry_shader_passthrough
extension must be enabled. Behaviour is described in theGL_NV_geometry_shader_passthrough
extension specification.Sample Code
Consider the following simple geometry shader in unextended GLSL:
layout(triangles) in; layout(triangle_strip) out; layout(max_vertices=3) out; in Inputs { vec2 texcoord; vec4 baseColor; } v_in[]; out Outputs { vec2 texcoord; vec4 baseColor; }; void main() { int layer = compute_layer(); for (int i = 0; i < 3; i++) { gl_Position = gl_in[i].gl_Position; texcoord = v_in[i].texcoord; baseColor = v_in[i].baseColor; gl_Layer = layer; EmitVertex(); } }
In this shader, the inputs
gl_Position
,Inputs.texcoord
, andInputs.baseColor
are simply copied from the input vertex to the corresponding output vertex. The only "interesting
" work done by the geometry shader is computing and emitting agl_Layer
value for the primitive.The following geometry shader, using this extension, is equivalent:
#extension GL_NV_geometry_shader_passthrough : require layout(triangles) in; // No output primitive layout qualifiers required. // Redeclare gl_PerVertex to pass through "gl_Position". layout(passthrough) in gl_PerVertex { vec4 gl_Position; } gl_in[]; // Declare "Inputs" with "passthrough" to automatically copy members. layout(passthrough) in Inputs { vec2 texcoord; vec4 baseColor; } v_in[]; // No output block declaration required. void main() { // The shader simply computes and writes gl_Layer. We don't // loop over three vertices or call EmitVertex(). gl_Layer = compute_layer(); }
- Name String
VK_NV_geometry_shader_passthrough
- Extension Type
- Device extension
- Registered Extension Number
- 96
- Revision
- 1
- Extension and Version Dependencies
- Requires Vulkan 1.0
- Contact
- Daniel Koch dgkoch
- Last Modified Date
- 2017-02-15
- Interactions and External Dependencies
- This extension requires the
SPV_NV_geometry_shader_passthrough
SPIR-V extension. - This extension requires the
GL_NV_geometry_shader_passthrough
extension for GLSL source languages. - This extension requires the
geometryShader
feature.
- This extension requires the
- Contributors
- Piers Daniell, NVIDIA
- Jeff Bolz, NVIDIA
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Field Summary
Fields Modifier and Type Field Description static java.lang.String
VK_NV_GEOMETRY_SHADER_PASSTHROUGH_EXTENSION_NAME
The extension name.static int
VK_NV_GEOMETRY_SHADER_PASSTHROUGH_SPEC_VERSION
The extension specification version.
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Field Detail
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VK_NV_GEOMETRY_SHADER_PASSTHROUGH_SPEC_VERSION
public static final int VK_NV_GEOMETRY_SHADER_PASSTHROUGH_SPEC_VERSION
The extension specification version.- See Also:
- Constant Field Values
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VK_NV_GEOMETRY_SHADER_PASSTHROUGH_EXTENSION_NAME
public static final java.lang.String VK_NV_GEOMETRY_SHADER_PASSTHROUGH_EXTENSION_NAME
The extension name.- See Also:
- Constant Field Values
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