Vkspec
Vkspec
2. Fundamentals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
2.7. Errors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
3. Initialization . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
3.2. Instances . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
4.2. Devices . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
4.3. Queues. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
5. Command Buffers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
8. Shaders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 273
9. Pipelines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 289
Capabilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1003
Agent. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1022
Allocation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1022
Reference. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1023
Program-Order . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1023
Scope. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1024
Synchronizes-With . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1027
System-Synchronizes-With . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1028
Inter-Thread-Happens-Before . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1029
Happens-Before . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1029
Location-Ordered . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1034
Visible-To . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1035
Acyclicity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1035
Deallocation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1036
Informative Descriptions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1037
Repeatability . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1070
Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1074
Prefixes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1098
This Specification is protected by copyright laws and contains material proprietary to Khronos.
Except as described by these terms, it or any components may not be reproduced, republished,
distributed, transmitted, displayed, broadcast or otherwise exploited in any manner without the
express prior written permission of Khronos. Khronos grants a conditional copyright license to use
and reproduce the unmodified Specification for any purpose, without fee or royalty, EXCEPT no
licenses to any patent, trademark or other intellectual property rights are granted under these
terms.
Khronos makes no, and expressly disclaims any, representations or warranties, express or implied,
regarding this Specification, including, without limitation: merchantability, fitness for a particular
purpose, non-infringement of any intellectual property, correctness, accuracy, completeness,
timeliness, and reliability. Under no circumstances will Khronos, or any of its Promoters,
Contributors or Members, or their respective partners, officers, directors, employees, agents or
representatives be liable for any damages, whether direct, indirect, special or consequential
damages for lost revenues, lost profits, or otherwise, arising from or in connection with these
materials.
This Specification has been created under the Khronos Intellectual Property Rights Policy, which is
Attachment A of the Khronos Group Membership Agreement available at https://www.khronos.org/
files/member_agreement.pdf, and which defines the terms 'Scope', 'Compliant Portion', and
'Necessary Patent Claims'. Parties desiring to implement the Specification and make use of Khronos
trademarks in relation to that implementation, and receive reciprocal patent license protection
under the Khronos Intellectual Property Rights Policy must become Adopters and confirm the
implementation as conformant under the process defined by Khronos for this Specification; see
https://www.khronos.org/adopters.
This Specification contains substantially unmodified functionality from, and is a successor to,
Khronos specifications including OpenGL, OpenGL ES and OpenCL.
Some parts of this Specification are purely informative and so are EXCLUDED from the Scope of this
Specification. The Document Conventions section of the Introduction defines how these parts of the
Specification are identified.
Where this Specification uses technical terminology, defined in the Glossary or otherwise, that refer
to enabling technologies that are not expressly set forth in this Specification, those enabling
technologies are EXCLUDED from the Scope of this Specification. For clarity, enabling technologies
not disclosed with particularity in this Specification (e.g. semiconductor manufacturing technology,
hardware architecture, processor architecture or microarchitecture, memory architecture,
compiler technology, object oriented technology, basic operating system technology, compression
technology, algorithms, and so on) are NOT to be considered expressly set forth; only those
application program interfaces and data structures disclosed with particularity are included in the
Scope of this Specification.
For purposes of the Khronos Intellectual Property Rights Policy as it relates to the definition of
Necessary Patent Claims, all recommended or optional features, behaviors and functionality set
forth in this Specification, if implemented, are considered to be included as Compliant Portions.
Preface | 1
Where this Specification includes normative references to external documents, only the specifically
identified sections of those external documents are INCLUDED in the Scope of this Specification. If
not created by Khronos, those external documents may contain contributions from non-members
of Khronos not covered by the Khronos Intellectual Property Rights Policy.
Vulkan and Khronos are registered trademarks of The Khronos Group Inc. ASTC is a trademark of
ARM Holdings PLC; OpenCL is a trademark of Apple Inc.; and OpenGL and OpenGL ES are
registered trademarks of Hewlett Packard Enterprise, all used under license by Khronos. All other
product names, trademarks, and/or company names are used solely for identification and belong to
their respective owners.
2 | Preface
Chapter 1. Introduction
This document, referred to as the “Vulkan Specification” or just the “Specification” hereafter,
describes the Vulkan Application Programming Interface (API). Vulkan is a C99 API designed for
explicit control of low-level graphics and compute functionality.
The canonical version of the Specification is available in the official Vulkan Registry
(https://www.khronos.org/registry/vulkan/). The source files used to generate the Vulkan
specification are stored in the Vulkan Documentation Repository (https://github.com/
KhronosGroup/Vulkan-Docs). The source repository additionally has a public issue tracker and
allows the submission of pull requests that improve the specification.
Note
Structure and enumerated types defined in extensions that were promoted to core
in Vulkan 1.1 are now defined in terms of the equivalent Vulkan 1.1 interfaces.
This affects the Vulkan Specification, the Vulkan header files, and the
corresponding XML Registry.
Within this specification, the key words must, required, should, recommended, may, and
optional are to be interpreted as described in RFC 2119 - Key words for use in RFCs to Indicate
Requirement Levels (https://www.ietf.org/rfc/rfc2119.txt). These key words are highlighted in the
specification for clarity. In text addressing application developers, their use expresses requirements
that apply to application behavior. In text addressing implementors, their use expresses
requirements that apply to implementations.
In text addressing application developers, the additional key words can and cannot are to be
interpreted as describing the capabilities of an application, as follows:
can
This word means that the application is able to perform the action described.
cannot
This word means that the API and/or the execution environment provide no mechanism through
which the application can express or accomplish the action described.
Chapter 1. Introduction | 3
Note
There is an important distinction between cannot and must not, as used in this
Specification. Cannot means something the application literally is unable to
express or accomplish through the API, while must not means something that the
application is capable of expressing through the API, but that the consequences of
doing so are undefined and potentially unrecoverable for the implementation (see
Errors).
Unless otherwise noted in the section heading, all sections and appendices in this document are
normative.
The Vulkan Specification makes use of common engineering and graphics terms such as Pipeline,
Shader, and Host to identify and describe Vulkan API constructs and their attributes, states, and
behaviors. The Glossary defines the basic meanings of these terms in the context of the
Specification. The Specification text provides fuller definitions of the terms and may elaborate,
extend, or clarify the Glossary definitions. When a term defined in the Glossary is used in
normative language within the Specification, the definitions within the Specification govern and
supersede any meanings the terms may have in other technical contexts (i.e. outside the
Specification).
References to external documents are considered normative references if the Specification uses any
of the normative terms defined in Normative Terminology to refer to them or their requirements,
either as a whole or in part.
IEEE. August, 2008. IEEE Standard for Floating-Point Arithmetic. IEEE Std 754-2008.
https://dx.doi.org/10.1109/IEEESTD.2008.4610935 .
John Kessenich. SPIR-V Extended Instructions for GLSL, Version 1.00 (February 10, 2016).
https://www.khronos.org/registry/spir-v/ .
John Kessenich, Boaz Ouriel, and Raun Krisch. SPIR-V Specification, Version 1.5, Revision 3, Unified
(April 24, 2020). https://www.khronos.org/registry/spir-v/ .
Jon Leech and Tobias Hector. Vulkan Documentation and Extensions: Procedures and Conventions.
https://www.khronos.org/registry/vulkan/specs/1.2/styleguide.html .
4 | Chapter 1. Introduction
KhronosGroup/Vulkan-Loader/blob/master/loader/LoaderAndLayerInterface.md .
Chapter 1. Introduction | 5
Chapter 2. Fundamentals
This chapter introduces fundamental concepts including the Vulkan architecture and execution
model, API syntax, queues, pipeline configurations, numeric representation, state and state queries,
and the different types of objects and shaders. It provides a framework for interpreting more
specific descriptions of commands and behavior in the remainder of the Specification.
• The host must have runtime support for 8, 16, 32 and 64-bit signed and unsigned twos-
complement integers, all addressable at the granularity of their size in bytes.
• The host must have runtime support for 32- and 64-bit floating-point types satisfying the range
and precision constraints in the Floating Point Computation section.
• The representation and endianness of these types on the host must match the representation
and endianness of the same types on every physical device supported.
Note
Since a variety of data types and structures in Vulkan may be accessible by both
host and physical device operations, the implementation should be able to access
such data efficiently in both paths in order to facilitate writing portable and
performant applications.
Vulkan exposes one or more devices, each of which exposes one or more queues which may process
work asynchronously to one another. The set of queues supported by a device is partitioned into
families. Each family supports one or more types of functionality and may contain multiple queues
with similar characteristics. Queues within a single family are considered compatible with one
another, and work produced for a family of queues can be executed on any queue within that
family. This Specification defines four types of functionality that queues may support: graphics,
compute, transfer, and sparse memory management.
Note
A single device may report multiple similar queue families rather than, or as well
as, reporting multiple members of one or more of those families. This indicates
that while members of those families have similar capabilities, they are not
directly compatible with one another.
Device memory is explicitly managed by the application. Each device may advertise one or more
heaps, representing different areas of memory. Memory heaps are either device local or host local,
6 | Chapter 2. Fundamentals
but are always visible to the device. Further detail about memory heaps is exposed via memory
types available on that heap. Examples of memory areas that may be available on an
implementation include:
• device local, host visible is device local memory that is visible to the host.
• host local, host visible is memory that is local to the host and visible to the device and host.
On other architectures, there may only be a single heap that can be used for any purpose.
A Vulkan application controls a set of devices through the submission of command buffers which
have recorded device commands issued via Vulkan library calls. The content of command buffers is
specific to the underlying implementation and is opaque to the application. Once constructed, a
command buffer can be submitted once or many times to a queue for execution. Multiple
command buffers can be built in parallel by employing multiple threads within the application.
Command buffers submitted to different queues may execute in parallel or even out of order with
respect to one another. Command buffers submitted to a single queue respect submission order, as
described further in synchronization chapter. Command buffer execution by the device is also
asynchronous to host execution. Once a command buffer is submitted to a queue, control may
return to the application immediately. Synchronization between the device and host, and between
different queues is the responsibility of the application.
Vulkan queues provide an interface to the execution engines of a device. Commands for these
execution engines are recorded into command buffers ahead of execution time. These command
buffers are then submitted to queues with a queue submission command for execution in a number
of batches. Once submitted to a queue, these commands will begin and complete execution without
further application intervention, though the order of this execution is dependent on a number of
implicit and explicit ordering constraints.
Work is submitted to queues using queue submission commands that typically take the form
vkQueue* (e.g. vkQueueSubmit, vkQueueBindSparse), and optionally take a list of semaphores upon
which to wait before work begins and a list of semaphores to signal once work has completed. The
work itself, as well as signaling and waiting on the semaphores are all queue operations.
Queue operations on different queues have no implicit ordering constraints, and may execute in
any order. Explicit ordering constraints between queues can be expressed with semaphores and
fences.
Command buffer submissions to a single queue respect submission order and other implicit
ordering guarantees, but otherwise may overlap or execute out of order. Other types of batches and
queue submissions against a single queue (e.g. sparse memory binding) have no implicit ordering
constraints with any other queue submission or batch. Additional explicit ordering constraints
between queue submissions and individual batches can be expressed with semaphores and fences.
Before a fence or semaphore is signaled, it is guaranteed that any previously submitted queue
operations have completed execution, and that memory writes from those queue operations are
Chapter 2. Fundamentals | 7
available to future queue operations. Waiting on a signaled semaphore or fence guarantees that
previous writes that are available are also visible to subsequent commands.
Command buffer boundaries, both between primary command buffers of the same or different
batches or submissions as well as between primary and secondary command buffers, do not
introduce any additional ordering constraints. In other words, submitting the set of command
buffers (which can include executing secondary command buffers) between any semaphore or
fence operations execute the recorded commands as if they had all been recorded into a single
primary command buffer, except that the current state is reset on each boundary. Explicit ordering
constraints can be expressed with explicit synchronization primitives.
There are a few implicit ordering guarantees between commands within a command buffer, but
only covering a subset of execution. Additional explicit ordering constraints can be expressed with
the various explicit synchronization primitives.
Note
Commands recorded in command buffers either perform actions (draw, dispatch, clear, copy,
query/timestamp operations, begin/end subpass operations), set state (bind pipelines, descriptor
sets, and buffers, set dynamic state, push constants, set render pass/subpass state), or perform
synchronization (set/wait events, pipeline barrier, render pass/subpass dependencies). Some
commands perform more than one of these tasks. State setting commands update the current state
of the command buffer. Some commands that perform actions (e.g. draw/dispatch) do so based on
the current state set cumulatively since the start of the command buffer. The work involved in
performing action commands is often allowed to overlap or to be reordered, but doing so must not
alter the state to be used by each action command. In general, action commands are those
commands that alter framebuffer attachments, read/write buffer or image memory, or write to
query pools.
Synchronization commands introduce explicit execution and memory dependencies between two
sets of action commands, where the second set of commands depends on the first set of commands.
These dependencies enforce that both the execution of certain pipeline stages in the later set occur
after the execution of certain stages in the source set, and that the effects of memory accesses
performed by certain pipeline stages occur in order and are visible to each other. When not
enforced by an explicit dependency or implicit ordering guarantees, action commands may overlap
execution or execute out of order, and may not see the side effects of each other’s memory
accesses.
The device executes queue operations asynchronously with respect to the host. Control is returned
to an application immediately following command buffer submission to a queue. The application
must synchronize work between the host and device as needed.
8 | Chapter 2. Fundamentals
level, all objects are referred to by handles. There are two classes of handles, dispatchable and non-
dispatchable. Dispatchable handle types are a pointer to an opaque type. This pointer may be used
by layers as part of intercepting API commands, and thus each API command takes a dispatchable
type as its first parameter. Each object of a dispatchable type must have a unique handle value
during its lifetime.
Non-dispatchable handle types are a 64-bit integer type whose meaning is implementation-
dependent, and may encode object information directly in the handle rather than acting as a
reference to an underlying object. Objects of a non-dispatchable type may not have unique handle
values within a type or across types. If handle values are not unique, then destroying one such
handle must not cause identical handles of other types to become invalid, and must not cause
identical handles of the same type to become invalid if that handle value has been created more
times than it has been destroyed.
All objects created or allocated from a VkDevice (i.e. with a VkDevice as the first parameter) are
private to that device, and must not be used on other devices.
Objects are created or allocated by vkCreate* and vkAllocate* commands, respectively. Once an
object is created or allocated, its “structure” is considered to be immutable, though the contents of
certain object types is still free to change. Objects are destroyed or freed by vkDestroy* and vkFree*
commands, respectively.
Objects that are allocated (rather than created) take resources from an existing pool object or
memory heap, and when freed return resources to that pool or heap. While object creation and
destruction are generally expected to be low-frequency occurrences during runtime, allocating and
freeing objects can occur at high frequency. Pool objects help accommodate improved performance
of the allocations and frees.
It is an application’s responsibility to track the lifetime of Vulkan objects, and not to destroy them
while they are still in use.
The following object types are consumed when they are passed into a Vulkan command and not
further accessed by the objects they are used to create. They must not be destroyed in the duration
of any API command they are passed into:
• VkShaderModule
• VkPipelineCache
A VkRenderPass object passed as a parameter to create another object is not further accessed by that
object after the duration of the command it is passed into. A VkRenderPass used in a command
buffer follows the rules described below.
A VkPipelineLayout object must not be destroyed while any command buffer that uses it is in the
Chapter 2. Fundamentals | 9
recording state.
The application must not destroy any other type of Vulkan object until all uses of that object by the
device (such as via command buffer execution) have completed.
The following Vulkan objects must not be destroyed while any command buffers using the object
are in the pending state:
• VkEvent
• VkQueryPool
• VkBuffer
• VkBufferView
• VkImage
• VkImageView
• VkPipeline
• VkSampler
• VkSamplerYcbcrConversion
• VkDescriptorPool
• VkFramebuffer
• VkRenderPass
• VkCommandBuffer
• VkCommandPool
• VkDeviceMemory
• VkDescriptorSet
Destroying these objects will move any command buffers that are in the recording or executable
state, and are using those objects, to the invalid state.
The following Vulkan objects must not be destroyed while any queue is executing commands that
use the object:
• VkFence
• VkSemaphore
• VkCommandBuffer
• VkCommandPool
In general, objects can be destroyed or freed in any order, even if the object being freed is involved
10 | Chapter 2. Fundamentals
in the use of another object (e.g. use of a resource in a view, use of a view in a descriptor set, use of
an object in a command buffer, binding of a memory allocation to a resource), as long as any object
that uses the freed object is not further used in any way except to be destroyed or to be reset in
such a way that it no longer uses the other object (such as resetting a command buffer). If the object
has been reset, then it can be used as if it never used the freed object. An exception to this is when
there is a parent/child relationship between objects. In this case, the application must not destroy a
parent object before its children, except when the parent is explicitly defined to free its children
when it is destroyed (e.g. for pool objects, as defined below).
VkCommandPool objects are parents of VkCommandBuffer objects. VkDescriptorPool objects are parents of
VkDescriptorSet objects. VkDevice objects are parents of many object types (all that take a VkDevice
as a parameter to their creation).
The following Vulkan objects have specific restrictions for when they can be destroyed:
• VkQueue objects cannot be explicitly destroyed. Instead, they are implicitly destroyed when the
VkDevice object they are retrieved from is destroyed.
• Destroying a pool object implicitly frees all objects allocated from that pool. Specifically,
destroying VkCommandPool frees all VkCommandBuffer objects that were allocated from it, and
destroying VkDescriptorPool frees all VkDescriptorSet objects that were allocated from it.
• VkDevice objects can be destroyed when all VkQueue objects retrieved from them are idle, and all
objects created from them have been destroyed. This includes the following objects:
◦ VkFence
◦ VkSemaphore
◦ VkEvent
◦ VkQueryPool
◦ VkBuffer
◦ VkBufferView
◦ VkImage
◦ VkImageView
◦ VkShaderModule
◦ VkPipelineCache
◦ VkPipeline
◦ VkPipelineLayout
◦ VkSampler
◦ VkSamplerYcbcrConversion
◦ VkDescriptorSetLayout
◦ VkDescriptorPool
◦ VkFramebuffer
◦ VkRenderPass
Chapter 2. Fundamentals | 11
◦ VkCommandPool
◦ VkCommandBuffer
◦ VkDeviceMemory
• VkPhysicalDevice objects cannot be explicitly destroyed. Instead, they are implicitly destroyed
when the VkInstance object they are retrieved from is destroyed.
• VkInstance objects can be destroyed once all VkDevice objects created from any of its
VkPhysicalDevice objects have been destroyed.
As defined above, the scope of object handles created or allocated from a VkDevice is limited to that
logical device. Objects which are not in scope are said to be external. To bring an external object
into scope, an external handle must be exported from the object in the source scope and imported
into the destination scope.
Note
The scope of external handles and their associated resources may vary according
to their type, but they can generally be shared across process and API boundaries.
Shared library implementations must use the default Application Binary Interface (ABI) of the
standard C compiler for the platform, or provide customized API headers that cause application
code to use the implementation’s non-default ABI. An ABI in this context means the size, alignment,
and layout of C data types; the procedure calling convention; and the naming convention for shared
library symbols corresponding to C functions. Customizing the calling convention for a platform is
usually accomplished by defining calling convention macros appropriately in vk_platform.h.
On platforms where Vulkan is provided as a shared library, library symbols beginning with “vk”
and followed by a digit or uppercase letter are reserved for use by the implementation.
Applications which use Vulkan must not provide definitions of these symbols. This allows the
Vulkan shared library to be updated with additional symbols for new API versions or extensions
without causing symbol conflicts with existing applications.
Shared library implementations should provide library symbols for commands in the highest
version of this Specification they support, and for Window System Integration extensions relevant
to the platform. They may also provide library symbols for commands defined by additional
extensions.
12 | Chapter 2. Fundamentals
Note
These requirements and recommendations are intended to allow implementors to
take advantage of platform-specific conventions for SDKs, ABIs, library versioning
mechanisms, etc. while still minimizing the code changes necessary to port
applications or libraries between platforms. Platform vendors, or providers of the
de facto standard Vulkan shared library for a platform, are encouraged to
document what symbols the shared library provides and how it will be versioned
when new symbols are added.
Applications should only rely on shared library symbols for commands in the
minimum core version required by the application. vkGetInstanceProcAddr and
vkGetDeviceProcAddr should be used to obtain function pointers for commands in
core versions beyond the application’s minimum required version.
Vulkan uses the standard C types for the base type of scalar parameters (e.g. types from <stdint.h>),
with exceptions described below, or elsewhere in the text when appropriate:
VkBool32 represents boolean True and False values, since C does not have a sufficiently portable
built-in boolean type:
// Provided by VK_VERSION_1_0
typedef uint32_t VkBool32;
VK_TRUE represents a boolean True (integer 1) value, and VK_FALSE a boolean False (integer 0) value.
All values returned from a Vulkan implementation in a VkBool32 will be either VK_TRUE or VK_FALSE.
Applications must not pass any other values than VK_TRUE or VK_FALSE into a Vulkan implementation
where a VkBool32 is expected.
// Provided by VK_VERSION_1_0
typedef uint64_t VkDeviceSize;
// Provided by VK_VERSION_1_0
typedef uint64_t VkDeviceAddress;
Chapter 2. Fundamentals | 13
Commands that create Vulkan objects are of the form vkCreate* and take Vk*CreateInfo structures
with the parameters needed to create the object. These Vulkan objects are destroyed with
commands of the form vkDestroy*.
The last in-parameter to each command that creates or destroys a Vulkan object is pAllocator. The
pAllocator parameter can be set to a non-NULL value such that allocations for the given object are
delegated to an application provided callback; refer to the Memory Allocation chapter for further
details.
Commands that allocate Vulkan objects owned by pool objects are of the form vkAllocate*, and take
Vk*AllocateInfo structures. These Vulkan objects are freed with commands of the form vkFree*.
These objects do not take allocators; if host memory is needed, they will use the allocator that was
specified when their parent pool was created.
Commands are recorded into a command buffer by calling API commands of the form vkCmd*. Each
such command may have different restrictions on where it can be used: in a primary and/or
secondary command buffer, inside and/or outside a render pass, and in one or more of the
supported queue types. These restrictions are documented together with the definition of each such
command.
The duration of a Vulkan command refers to the interval between calling the command and its
return to the caller.
Information is retrieved from the implementation with commands of the form vkGet* and
vkEnumerate*.
Unless otherwise specified for an individual command, the results are invariant; that is, they will
remain unchanged when retrieved again by calling the same command with the same parameters,
so long as those parameters themselves all remain valid.
More precisely, Vulkan commands use simple stores to update the state of Vulkan objects. A
parameter declared as externally synchronized may have its contents updated at any time during
the host execution of the command. If two commands operate on the same object and at least one of
the commands declares the object to be externally synchronized, then the caller must guarantee
not only that the commands do not execute simultaneously, but also that the two commands are
separated by an appropriate memory barrier (if needed).
14 | Chapter 2. Fundamentals
Note
Memory barriers are particularly relevant for hosts based on the ARM CPU
architecture, which is more weakly ordered than many developers are accustomed
to from x86/x64 programming. Fortunately, most higher-level synchronization
primitives (like the pthread library) perform memory barriers as a part of mutual
exclusion, so mutexing Vulkan objects via these primitives will have the desired
effect.
Similarly the application must avoid any potential data hazard of application-owned memory that
has its ownership temporarily acquired by a Vulkan command. While the ownership of application-
owned memory remains acquired by a command the implementation may read the memory at any
point, and it may write non-const qualified memory at any point. Parameters referring to non-const
qualified application-owned memory are not marked explicitly as externally synchronized in the
Specification.
Many object types are immutable, meaning the objects cannot change once they have been created.
These types of objects never need external synchronization, except that they must not be destroyed
while they are in use on another thread. In certain special cases mutable object parameters are
internally synchronized, making external synchronization unnecessary. Any command parameters
that are not labeled as externally synchronized are either not mutated by the command or are
internally synchronized. Additionally, certain objects related to a command’s parameters (e.g.
command pools and descriptor pools) may be affected by a command, and must also be externally
synchronized. These implicit parameters are documented as described below.
Chapter 2. Fundamentals | 15
Externally Synchronized Parameters
16 | Chapter 2. Fundamentals
• The framebuffer parameter in vkDestroyFramebuffer
Chapter 2. Fundamentals | 17
• The commandBuffer parameter in vkCmdClearColorImage
There are also a few instances where a command can take in a user allocated list whose contents
are externally synchronized parameters. In these cases, the caller must guarantee that at most one
thread is using a given element within the list at a given time. These parameters are listed below.
18 | Chapter 2. Fundamentals
Externally Synchronized Parameter Lists
• The buffer member of each element of the pBufferBinds member of each element of the
pBindInfo parameter in vkQueueBindSparse
• The image member of each element of the pImageOpaqueBinds member of each element of
the pBindInfo parameter in vkQueueBindSparse
• The image member of each element of the pImageBinds member of each element of the
pBindInfo parameter in vkQueueBindSparse
In addition, there are some implicit parameters that need to be externally synchronized. For
example, all commandBuffer parameters that need to be externally synchronized imply that the
commandPool that was passed in when creating that command buffer also needs to be externally
synchronized. The implicit parameters and their associated object are listed below.
Chapter 2. Fundamentals | 19
Implicit Externally Synchronized Parameters
20 | Chapter 2. Fundamentals
• The VkCommandPool that commandBuffer was allocated from, in vkCmdClearColorImage
2.7. Errors
Vulkan is a layered API. The lowest layer is the core Vulkan layer, as defined by this Specification.
The application can use additional layers above the core for debugging, validation, and other
purposes.
One of the core principles of Vulkan is that building and submitting command buffers should be
highly efficient. Thus error checking and validation of state in the core layer is minimal, although
more rigorous validation can be enabled through the use of layers.
Chapter 2. Fundamentals | 21
The core layer assumes applications are using the API correctly. Except as documented elsewhere in
the Specification, the behavior of the core layer to an application using the API incorrectly is
undefined, and may include program termination. However, implementations must ensure that
incorrect usage by an application does not affect the integrity of the operating system, the Vulkan
implementation, or other Vulkan client applications in the system. In particular, any guarantees
made by an operating system about whether memory from one process can be visible to another
process or not must not be violated by a Vulkan implementation for any memory allocation.
Vulkan implementations are not required to make additional security or integrity guarantees
beyond those provided by the OS unless explicitly directed by the application’s use of a particular
feature or extension.
Note
For instance, if an operating system guarantees that data in all its memory
allocations are set to zero when newly allocated, the Vulkan implementation must
make the same guarantees for any allocations it controls (e.g. VkDeviceMemory).
If the protected memory feature is supported, the implementation provides additional guarantees
when invalid usage occurs to prevent values in protected memory from being accessed or inferred
outside of protected operations, as described in Protected Memory Access Rules.
Validation of correct API usage is left to validation layers. Applications should be developed with
validation layers enabled, to help catch and eliminate errors. Once validated, released applications
should not enable validation layers by default.
Valid usage defines a set of conditions which must be met in order to achieve well-defined runtime
behavior in an application. These conditions depend only on Vulkan state, and the parameters or
objects whose usage is constrained by the condition.
Some valid usage conditions have dependencies on runtime limits or feature availability. It is
possible to validate these conditions against Vulkan’s minimum supported values for these limits
and features, or some subset of other known values.
Valid usage conditions do not cover conditions where well-defined behavior (including returning
an error code) exists.
Valid usage conditions should apply to the command or structure where complete information
about the condition would be known during execution of an application. This is such that a
validation layer or linter can be written directly against these statements at the point they are
specified.
22 | Chapter 2. Fundamentals
Note
This does lead to some non-obvious places for valid usage statements. For instance,
the valid values for a structure might depend on a separate value in the calling
command. In this case, the structure itself will not reference this valid usage as it is
impossible to determine validity from the structure that it is invalid - instead this
valid usage would be attached to the calling command.
Another example is draw state - the state setters are independent, and can cause a
legitimately invalid state configuration between draw calls; so the valid usage
statements are attached to the place where all state needs to be valid - at the draw
command.
Valid usage conditions are described in a block labelled “Valid Usage” following each command or
structure they apply to.
Some valid usage conditions apply to all commands and structures in the API, unless explicitly
denoted otherwise for a specific command or structure. These conditions are considered implicit,
and are described in a block labelled “Valid Usage (Implicit)” following each command or structure
they apply to. Implicit valid usage conditions are described in detail below.
Any input parameter to a command that is an object handle must be a valid object handle, unless
otherwise specified. An object handle is valid if:
• It has been created or allocated by a previous, successful call to the API. Such calls are noted in
the Specification.
• It has not been deleted or freed by a previous call to the API. Such calls are noted in the
Specification.
• Any objects used by that object, either as part of creation or execution, must also be valid.
The reserved values VK_NULL_HANDLE and NULL can be used in place of valid non-dispatchable
handles and dispatchable handles, respectively, when explicitly called out in the Specification. Any
command that creates an object successfully must not return these values. It is valid to pass these
values to vkDestroy* or vkFree* commands, which will silently ignore these values.
Any parameter that is a pointer must be a valid pointer only if it is explicitly called out by a Valid
Usage statement.
A pointer is “valid” if it points at memory containing values of the number and type(s) expected by
the command, and all fundamental types accessed through the pointer (e.g. as elements of an array
or as members of a structure) satisfy the alignment requirements of the host processor.
Chapter 2. Fundamentals | 23
Valid Usage for Strings
Any parameter that is a pointer to char must be a finite sequence of values terminated by a null
character, or if explicitly called out in the Specification, can be NULL.
Any parameter of an enumerated type must be a valid enumerant for that type. A enumerant is
valid if:
1
This special value exists only to ensure that C enum types are 32 bits in size. It is not part of the
API, and should not be used by applications.
Any enumerated type returned from a query command or otherwise output from Vulkan to the
application must not have a reserved value. Reserved values are values not defined by any
extension for that enumerated type.
Note
Note
Application developers are encouraged to be careful when using switch statements
with Vulkan API enums. This is because new extensions can add new values to
existing enums. The use of a default: statement, within a switch, may avoid future
compilation issues. Particularly for enums like e.g. VkDriverId that may change at
any time.
// Provided by VK_VERSION_1_0
typedef uint32_t VkFlags;
Bitmasks are passed to many commands and structures to compactly represent options, but VkFlags
is not used directly in the API. Instead, a Vk*Flags type which is an alias of VkFlags, and whose name
matches the corresponding Vk*FlagBits that are valid for that type, is used.
Any Vk*Flags member or parameter used in the API as an input must be a valid combination of bit
flags. A valid combination is either zero or the bitwise OR of valid bit flags. A bit flag is valid if:
24 | Chapter 2. Fundamentals
• The bit flag is defined as part of the Vk*FlagBits type, where the bits type is obtained by taking
the flag type and replacing the trailing Flags with FlagBits. For example, a flag value of type
VkColorComponentFlags must contain only bit flags defined by VkColorComponentFlagBits.
• The flag is allowed in the context in which it is being used. For example, in some cases, certain
bit flags or combinations of bit flags are mutually exclusive.
Any Vk*Flags member or parameter returned from a query command or otherwise output from
Vulkan to the application may contain bit flags undefined in its corresponding Vk*FlagBits type. An
application cannot rely on the state of these unspecified bits.
Only the low-order 31 bits (bit positions zero through 30) are available for use as flag bits.
Note
Any parameter that is a structure containing a sType member must have a value of sType which is a
valid VkStructureType value matching the type of the structure.
Chapter 2. Fundamentals | 25
VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO = 23,
VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO = 24,
VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO = 25,
VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO = 26,
VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO = 27,
VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO = 28,
VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO = 29,
VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO = 30,
VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO = 31,
VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO = 32,
VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO = 33,
VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO = 34,
VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET = 35,
VK_STRUCTURE_TYPE_COPY_DESCRIPTOR_SET = 36,
VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO = 37,
VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO = 38,
VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO = 39,
VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO = 40,
VK_STRUCTURE_TYPE_COMMAND_BUFFER_INHERITANCE_INFO = 41,
VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO = 42,
VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO = 43,
VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER = 44,
VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER = 45,
VK_STRUCTURE_TYPE_MEMORY_BARRIER = 46,
VK_STRUCTURE_TYPE_LOADER_INSTANCE_CREATE_INFO = 47,
VK_STRUCTURE_TYPE_LOADER_DEVICE_CREATE_INFO = 48,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SUBGROUP_PROPERTIES = 1000094000,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_BIND_BUFFER_MEMORY_INFO = 1000157000,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_BIND_IMAGE_MEMORY_INFO = 1000157001,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_16BIT_STORAGE_FEATURES = 1000083000,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_MEMORY_DEDICATED_REQUIREMENTS = 1000127000,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_MEMORY_DEDICATED_ALLOCATE_INFO = 1000127001,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_FLAGS_INFO = 1000060000,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_DEVICE_GROUP_RENDER_PASS_BEGIN_INFO = 1000060003,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_DEVICE_GROUP_COMMAND_BUFFER_BEGIN_INFO = 1000060004,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_DEVICE_GROUP_SUBMIT_INFO = 1000060005,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_DEVICE_GROUP_BIND_SPARSE_INFO = 1000060006,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_BIND_BUFFER_MEMORY_DEVICE_GROUP_INFO = 1000060013,
// Provided by VK_VERSION_1_1
26 | Chapter 2. Fundamentals
VK_STRUCTURE_TYPE_BIND_IMAGE_MEMORY_DEVICE_GROUP_INFO = 1000060014,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_GROUP_PROPERTIES = 1000070000,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_DEVICE_GROUP_DEVICE_CREATE_INFO = 1000070001,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_BUFFER_MEMORY_REQUIREMENTS_INFO_2 = 1000146000,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_IMAGE_MEMORY_REQUIREMENTS_INFO_2 = 1000146001,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_IMAGE_SPARSE_MEMORY_REQUIREMENTS_INFO_2 = 1000146002,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_MEMORY_REQUIREMENTS_2 = 1000146003,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_SPARSE_IMAGE_MEMORY_REQUIREMENTS_2 = 1000146004,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FEATURES_2 = 1000059000,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PROPERTIES_2 = 1000059001,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_FORMAT_PROPERTIES_2 = 1000059002,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_IMAGE_FORMAT_PROPERTIES_2 = 1000059003,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_IMAGE_FORMAT_INFO_2 = 1000059004,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_QUEUE_FAMILY_PROPERTIES_2 = 1000059005,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MEMORY_PROPERTIES_2 = 1000059006,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_SPARSE_IMAGE_FORMAT_PROPERTIES_2 = 1000059007,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SPARSE_IMAGE_FORMAT_INFO_2 = 1000059008,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_POINT_CLIPPING_PROPERTIES = 1000117000,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_RENDER_PASS_INPUT_ATTACHMENT_ASPECT_CREATE_INFO = 1000117001,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_IMAGE_VIEW_USAGE_CREATE_INFO = 1000117002,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_PIPELINE_TESSELLATION_DOMAIN_ORIGIN_STATE_CREATE_INFO =
1000117003,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_RENDER_PASS_MULTIVIEW_CREATE_INFO = 1000053000,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MULTIVIEW_FEATURES = 1000053001,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MULTIVIEW_PROPERTIES = 1000053002,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VARIABLE_POINTERS_FEATURES = 1000120000,
// Provided by VK_VERSION_1_1
Chapter 2. Fundamentals | 27
VK_STRUCTURE_TYPE_PROTECTED_SUBMIT_INFO = 1000145000,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PROTECTED_MEMORY_FEATURES = 1000145001,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PROTECTED_MEMORY_PROPERTIES = 1000145002,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_DEVICE_QUEUE_INFO_2 = 1000145003,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_SAMPLER_YCBCR_CONVERSION_CREATE_INFO = 1000156000,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_SAMPLER_YCBCR_CONVERSION_INFO = 1000156001,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_BIND_IMAGE_PLANE_MEMORY_INFO = 1000156002,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_IMAGE_PLANE_MEMORY_REQUIREMENTS_INFO = 1000156003,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SAMPLER_YCBCR_CONVERSION_FEATURES = 1000156004,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_SAMPLER_YCBCR_CONVERSION_IMAGE_FORMAT_PROPERTIES = 1000156005,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_DESCRIPTOR_UPDATE_TEMPLATE_CREATE_INFO = 1000085000,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_EXTERNAL_IMAGE_FORMAT_INFO = 1000071000,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_EXTERNAL_IMAGE_FORMAT_PROPERTIES = 1000071001,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_EXTERNAL_BUFFER_INFO = 1000071002,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_EXTERNAL_BUFFER_PROPERTIES = 1000071003,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_ID_PROPERTIES = 1000071004,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_EXTERNAL_MEMORY_BUFFER_CREATE_INFO = 1000072000,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_EXTERNAL_MEMORY_IMAGE_CREATE_INFO = 1000072001,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_EXPORT_MEMORY_ALLOCATE_INFO = 1000072002,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_EXTERNAL_FENCE_INFO = 1000112000,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_EXTERNAL_FENCE_PROPERTIES = 1000112001,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_EXPORT_FENCE_CREATE_INFO = 1000113000,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_EXPORT_SEMAPHORE_CREATE_INFO = 1000077000,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_EXTERNAL_SEMAPHORE_INFO = 1000076000,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_EXTERNAL_SEMAPHORE_PROPERTIES = 1000076001,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MAINTENANCE_3_PROPERTIES = 1000168000,
28 | Chapter 2. Fundamentals
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_SUPPORT = 1000168001,
// Provided by VK_VERSION_1_1
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_DRAW_PARAMETERS_FEATURES = 1000063000,
// Provided by VK_VERSION_1_2
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_1_FEATURES = 49,
// Provided by VK_VERSION_1_2
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_1_PROPERTIES = 50,
// Provided by VK_VERSION_1_2
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_2_FEATURES = 51,
// Provided by VK_VERSION_1_2
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_2_PROPERTIES = 52,
// Provided by VK_VERSION_1_2
VK_STRUCTURE_TYPE_IMAGE_FORMAT_LIST_CREATE_INFO = 1000147000,
// Provided by VK_VERSION_1_2
VK_STRUCTURE_TYPE_ATTACHMENT_DESCRIPTION_2 = 1000109000,
// Provided by VK_VERSION_1_2
VK_STRUCTURE_TYPE_ATTACHMENT_REFERENCE_2 = 1000109001,
// Provided by VK_VERSION_1_2
VK_STRUCTURE_TYPE_SUBPASS_DESCRIPTION_2 = 1000109002,
// Provided by VK_VERSION_1_2
VK_STRUCTURE_TYPE_SUBPASS_DEPENDENCY_2 = 1000109003,
// Provided by VK_VERSION_1_2
VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO_2 = 1000109004,
// Provided by VK_VERSION_1_2
VK_STRUCTURE_TYPE_SUBPASS_BEGIN_INFO = 1000109005,
// Provided by VK_VERSION_1_2
VK_STRUCTURE_TYPE_SUBPASS_END_INFO = 1000109006,
// Provided by VK_VERSION_1_2
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_8BIT_STORAGE_FEATURES = 1000177000,
// Provided by VK_VERSION_1_2
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DRIVER_PROPERTIES = 1000196000,
// Provided by VK_VERSION_1_2
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_ATOMIC_INT64_FEATURES = 1000180000,
// Provided by VK_VERSION_1_2
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_FLOAT16_INT8_FEATURES = 1000082000,
// Provided by VK_VERSION_1_2
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FLOAT_CONTROLS_PROPERTIES = 1000197000,
// Provided by VK_VERSION_1_2
VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_BINDING_FLAGS_CREATE_INFO = 1000161000,
// Provided by VK_VERSION_1_2
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DESCRIPTOR_INDEXING_FEATURES = 1000161001,
// Provided by VK_VERSION_1_2
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DESCRIPTOR_INDEXING_PROPERTIES = 1000161002,
// Provided by VK_VERSION_1_2
VK_STRUCTURE_TYPE_DESCRIPTOR_SET_VARIABLE_DESCRIPTOR_COUNT_ALLOCATE_INFO =
1000161003,
// Provided by VK_VERSION_1_2
VK_STRUCTURE_TYPE_DESCRIPTOR_SET_VARIABLE_DESCRIPTOR_COUNT_LAYOUT_SUPPORT =
1000161004,
// Provided by VK_VERSION_1_2
Chapter 2. Fundamentals | 29
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DEPTH_STENCIL_RESOLVE_PROPERTIES = 1000199000,
// Provided by VK_VERSION_1_2
VK_STRUCTURE_TYPE_SUBPASS_DESCRIPTION_DEPTH_STENCIL_RESOLVE = 1000199001,
// Provided by VK_VERSION_1_2
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SCALAR_BLOCK_LAYOUT_FEATURES = 1000221000,
// Provided by VK_VERSION_1_2
VK_STRUCTURE_TYPE_IMAGE_STENCIL_USAGE_CREATE_INFO = 1000246000,
// Provided by VK_VERSION_1_2
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SAMPLER_FILTER_MINMAX_PROPERTIES = 1000130000,
// Provided by VK_VERSION_1_2
VK_STRUCTURE_TYPE_SAMPLER_REDUCTION_MODE_CREATE_INFO = 1000130001,
// Provided by VK_VERSION_1_2
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_MEMORY_MODEL_FEATURES = 1000211000,
// Provided by VK_VERSION_1_2
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_IMAGELESS_FRAMEBUFFER_FEATURES = 1000108000,
// Provided by VK_VERSION_1_2
VK_STRUCTURE_TYPE_FRAMEBUFFER_ATTACHMENTS_CREATE_INFO = 1000108001,
// Provided by VK_VERSION_1_2
VK_STRUCTURE_TYPE_FRAMEBUFFER_ATTACHMENT_IMAGE_INFO = 1000108002,
// Provided by VK_VERSION_1_2
VK_STRUCTURE_TYPE_RENDER_PASS_ATTACHMENT_BEGIN_INFO = 1000108003,
// Provided by VK_VERSION_1_2
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_UNIFORM_BUFFER_STANDARD_LAYOUT_FEATURES =
1000253000,
// Provided by VK_VERSION_1_2
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_SUBGROUP_EXTENDED_TYPES_FEATURES =
1000175000,
// Provided by VK_VERSION_1_2
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SEPARATE_DEPTH_STENCIL_LAYOUTS_FEATURES =
1000241000,
// Provided by VK_VERSION_1_2
VK_STRUCTURE_TYPE_ATTACHMENT_REFERENCE_STENCIL_LAYOUT = 1000241001,
// Provided by VK_VERSION_1_2
VK_STRUCTURE_TYPE_ATTACHMENT_DESCRIPTION_STENCIL_LAYOUT = 1000241002,
// Provided by VK_VERSION_1_2
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_HOST_QUERY_RESET_FEATURES = 1000261000,
// Provided by VK_VERSION_1_2
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_TIMELINE_SEMAPHORE_FEATURES = 1000207000,
// Provided by VK_VERSION_1_2
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_TIMELINE_SEMAPHORE_PROPERTIES = 1000207001,
// Provided by VK_VERSION_1_2
VK_STRUCTURE_TYPE_SEMAPHORE_TYPE_CREATE_INFO = 1000207002,
// Provided by VK_VERSION_1_2
VK_STRUCTURE_TYPE_TIMELINE_SEMAPHORE_SUBMIT_INFO = 1000207003,
// Provided by VK_VERSION_1_2
VK_STRUCTURE_TYPE_SEMAPHORE_WAIT_INFO = 1000207004,
// Provided by VK_VERSION_1_2
VK_STRUCTURE_TYPE_SEMAPHORE_SIGNAL_INFO = 1000207005,
// Provided by VK_VERSION_1_2
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_BUFFER_DEVICE_ADDRESS_FEATURES = 1000257000,
// Provided by VK_VERSION_1_2
30 | Chapter 2. Fundamentals
VK_STRUCTURE_TYPE_BUFFER_DEVICE_ADDRESS_INFO = 1000244001,
// Provided by VK_VERSION_1_2
VK_STRUCTURE_TYPE_BUFFER_OPAQUE_CAPTURE_ADDRESS_CREATE_INFO = 1000257002,
// Provided by VK_VERSION_1_2
VK_STRUCTURE_TYPE_MEMORY_OPAQUE_CAPTURE_ADDRESS_ALLOCATE_INFO = 1000257003,
// Provided by VK_VERSION_1_2
VK_STRUCTURE_TYPE_DEVICE_MEMORY_OPAQUE_CAPTURE_ADDRESS_INFO = 1000257004,
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VARIABLE_POINTER_FEATURES =
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VARIABLE_POINTERS_FEATURES,
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_DRAW_PARAMETER_FEATURES =
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_DRAW_PARAMETERS_FEATURES,
} VkStructureType;
Each value corresponds to a particular structure with a sType member with a matching name. As a
general rule, the name of each VkStructureType value is obtained by taking the name of the
structure, stripping the leading Vk, prefixing each capital letter with _, converting the entire
resulting string to upper case, and prefixing it with VK_STRUCTURE_TYPE_. For example, structures of
type VkImageCreateInfo correspond to a VkStructureType of VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO,
and thus its sType member must equal that when it is passed to the API.
Any parameter that is a structure containing a void* pNext member must have a value of pNext that
is either NULL, or is a pointer to a valid extending structure, containing sType and pNext members as
described in the Vulkan Documentation and Extensions document in the section “Extension
Interactions”. The set of structures connected by pNext pointers is referred to as a pNext chain.
Each structure present in the pNext chain must be defined at runtime by either:
Each type of extending structure must not appear more than once in a pNext chain, including any
aliases. This general rule may be explicitly overridden for specific structures.
Any component of the implementation (the loader, any enabled layers, and drivers) must skip over,
without processing (other than reading the sType and pNext members) any extending structures in
the chain not defined by core versions or extensions supported by that component.
Chapter 2. Fundamentals | 31
The VkBaseInStructure structure is defined as:
// Provided by VK_VERSION_1_0
typedef struct VkBaseInStructure {
VkStructureType sType;
const struct VkBaseInStructure* pNext;
} VkBaseInStructure;
VkBaseInStructure can be used to facilitate iterating through a read-only structure pointer chain.
// Provided by VK_VERSION_1_0
typedef struct VkBaseOutStructure {
VkStructureType sType;
struct VkBaseOutStructure* pNext;
} VkBaseOutStructure;
VkBaseOutStructure can be used to facilitate iterating through a structure pointer chain that returns
data back to the application.
The above conditions also apply recursively to members of structures provided as input to a
command, either as a direct argument to the command, or themselves a member of another
structure.
Specifics on valid usage of each command are covered in their individual sections.
Instance-level functionality or behavior added by an instance extension to the API must not be
used unless that extension is supported by the instance as determined by
vkEnumerateInstanceExtensionProperties, and that extension is enabled in VkInstanceCreateInfo.
Physical-device-level functionality or behavior added by an instance extension to the API must not
be used unless that extension is supported by the instance as determined by
vkEnumerateInstanceExtensionProperties, and that extension is enabled in VkInstanceCreateInfo.
Physical-device-level functionality or behavior added by a device extension to the API must not be
used unless the conditions described in Extending Physical Device Core Functionality are met.
32 | Chapter 2. Fundamentals
Device functionality or behavior added by a device extension to the API must not be used unless
that extension is supported by the device as determined by
vkEnumerateDeviceExtensionProperties, and that extension is enabled in VkDeviceCreateInfo.
Instance-level functionality or behavior added by a new core version of the API must not be used
unless it is supported by the instance as determined by vkEnumerateInstanceVersion and the
specified version of VkApplicationInfo::apiVersion.
Physical-device-level functionality or behavior added by a new core version of the API must not be
used unless it is supported by the physical device as determined by VkPhysicalDeviceProperties
::apiVersion and the specified version of VkApplicationInfo::apiVersion.
Device-level functionality or behavior added by a new core version of the API must not be used
unless it is supported by the device as determined by VkPhysicalDeviceProperties::apiVersion and
the specified version of VkApplicationInfo::apiVersion.
While the core Vulkan API is not designed to capture incorrect usage, some circumstances still
require return codes. Commands in Vulkan return their status via return codes that are in one of
two categories:
• Successful completion codes are returned when a command needs to communicate success or
status information. All successful completion codes are non-negative values.
• Run time error codes are returned when a command needs to communicate a failure that could
only be detected at runtime. All runtime error codes are negative values.
All return codes in Vulkan are reported via VkResult return values. The possible codes are:
Chapter 2. Fundamentals | 33
// Provided by VK_VERSION_1_0
typedef enum VkResult {
VK_SUCCESS = 0,
VK_NOT_READY = 1,
VK_TIMEOUT = 2,
VK_EVENT_SET = 3,
VK_EVENT_RESET = 4,
VK_INCOMPLETE = 5,
VK_ERROR_OUT_OF_HOST_MEMORY = -1,
VK_ERROR_OUT_OF_DEVICE_MEMORY = -2,
VK_ERROR_INITIALIZATION_FAILED = -3,
VK_ERROR_DEVICE_LOST = -4,
VK_ERROR_MEMORY_MAP_FAILED = -5,
VK_ERROR_LAYER_NOT_PRESENT = -6,
VK_ERROR_EXTENSION_NOT_PRESENT = -7,
VK_ERROR_FEATURE_NOT_PRESENT = -8,
VK_ERROR_INCOMPATIBLE_DRIVER = -9,
VK_ERROR_TOO_MANY_OBJECTS = -10,
VK_ERROR_FORMAT_NOT_SUPPORTED = -11,
VK_ERROR_FRAGMENTED_POOL = -12,
VK_ERROR_UNKNOWN = -13,
// Provided by VK_VERSION_1_1
VK_ERROR_OUT_OF_POOL_MEMORY = -1000069000,
// Provided by VK_VERSION_1_1
VK_ERROR_INVALID_EXTERNAL_HANDLE = -1000072003,
// Provided by VK_VERSION_1_2
VK_ERROR_FRAGMENTATION = -1000161000,
// Provided by VK_VERSION_1_2
VK_ERROR_INVALID_OPAQUE_CAPTURE_ADDRESS = -1000257000,
} VkResult;
Success Codes
• VK_SUCCESS Command successfully completed
Error codes
• VK_ERROR_OUT_OF_HOST_MEMORY A host memory allocation has failed.
• VK_ERROR_DEVICE_LOST The logical or physical device has been lost. See Lost Device
34 | Chapter 2. Fundamentals
• VK_ERROR_MEMORY_MAP_FAILED Mapping of a memory object has failed.
• VK_ERROR_TOO_MANY_OBJECTS Too many objects of the type have already been created.
• VK_ERROR_OUT_OF_POOL_MEMORY A pool memory allocation has failed. This must only be returned if
no attempt to allocate host or device memory was made to accommodate the new allocation. If
the failure was definitely due to fragmentation of the pool, VK_ERROR_FRAGMENTED_POOL should be
returned instead.
• VK_ERROR_UNKNOWN An unknown error has occurred; either the application has provided invalid
input, or an implementation failure has occurred.
If a command returns a runtime error, unless otherwise specified any output parameters will have
undefined contents, except that if the output parameter is a structure with sType and pNext fields,
those fields will be unmodified. Any structures chained from pNext will also have undefined
contents, except that sType and pNext will be unmodified.
VK_ERROR_OUT_OF_*_MEMORY errors do not modify any currently existing Vulkan objects. Objects that
have already been successfully created can still be used by the application.
Note
Chapter 2. Fundamentals | 35
Note
VK_ERROR_UNKNOWN is not expected to ever be returned if the application behavior is
Performance-critical commands generally do not have return codes. If a runtime error occurs in
such commands, the implementation will defer reporting the error until a specified point. For
commands that record into command buffers (vkCmd*) runtime errors are reported by
vkEndCommandBuffer.
These requirements only apply to computations performed in Vulkan operations outside of shader
execution, such as texture image specification and sampling, and per-fragment operations. Range
and precision requirements during shader execution differ and are specified by the Precision and
Operation of SPIR-V Instructions section.
In some cases, the representation and/or precision of operations is implicitly limited by the
specified format of vertex or texel data consumed by Vulkan. Specific floating-point formats are
described later in this section.
Some floating-point computation is performed outside of shaders, such as viewport and depth
range calculations. For these computations, we do not specify how floating-point numbers are to be
represented, or the details of how operations on them are performed, but only place minimal
requirements on representation and precision as described in the remainder of this section.
We require simply that numbers’ floating-point parts contain enough bits and that their exponent
fields are large enough so that individual results of floating-point operations are accurate to about 1
5 32
part in 10 . The maximum representable magnitude for all floating-point values must be at least 2 .
1 × x = x × 1 = x.
36 | Chapter 2. Fundamentals
x + 0 = 0 + x = x.
0
0 = 1.
The special values Inf and -Inf encode values with magnitudes too large to be represented; the
special value NaN encodes “Not A Number” values resulting from undefined arithmetic operations
such as 0 / 0. Implementations may support Inf and NaN in their floating-point computations.
When a value is converted to a defined floating-point representation, finite values falling between
two representable finite values are rounded to one or the other. The rounding mode is not defined.
Finite values whose magnitude is larger than that of any representable finite value may be rounded
either to the closest representable finite value or to the appropriately signed infinity. For unsigned
destination formats any negative values are converted to zero. Positive infinity is converted to
positive infinity; negative infinity is converted to negative infinity in signed formats and to zero in
unsigned formats; and any NaN is converted to a NaN.
16-bit floating point numbers are defined in the “16-bit floating point numbers” section of the
Khronos Data Format Specification.
Unsigned 11-bit floating point numbers are defined in the “Unsigned 11-bit floating point numbers”
section of the Khronos Data Format Specification.
Unsigned 10-bit floating point numbers are defined in the “Unsigned 10-bit floating point numbers”
section of the Khronos Data Format Specification.
Any representable floating-point value in the appropriate format is legal as input to a Vulkan
command that requires floating-point data. The result of providing a value that is not a floating-
point number to such a command is unspecified, but must not lead to Vulkan interruption or
termination. For example, providing a negative zero (where applicable) or a denormalized number
to a Vulkan command must yield deterministic results, while providing a NaN or Inf yields
unspecified results.
Some calculations require division. In such cases (including implied divisions performed by vector
normalization), division by zero produces an unspecified result but must not lead to Vulkan
Chapter 2. Fundamentals | 37
interruption or termination.
In the remainder of this section, b denotes the bit width of the fixed-point integer representation.
When the integer is one of the types defined by the API, b is the bit width of that type. When the
integer comes from an image containing color or depth component texels, b is the number of bits
allocated to that component in its specified image format.
The signed and unsigned fixed-point representations are assumed to be b-bit binary two’s-
complement integers and binary unsigned integers, respectively.
Unsigned normalized fixed-point integers represent numbers in the range [0,1]. The conversion
from an unsigned normalized fixed-point value c to the corresponding floating-point value f is
defined as
Signed normalized fixed-point integers represent numbers in the range [-1,1]. The conversion from
a signed normalized fixed-point value c to the corresponding floating-point value f is performed
using
b-1 b-1
Only the range [-2 + 1, 2 - 1] is used to represent signed fixed-point values in the range [-1,1]. For
example, if b = 8, then the integer value -127 corresponds to -1.0 and the value 127 corresponds to
1.0. Note that while zero is exactly expressible in this representation, one value (-128 in the
example) is outside the representable range, and must be clamped before use. This equation is used
everywhere that signed normalized fixed-point values are converted to floating-point.
The conversion from a floating-point value f to the corresponding unsigned normalized fixed-point
value c is defined by first clamping f to the range [0,1], then computing
b
c = convertFloatToUint(f × (2 - 1), b)
where convertFloatToUint}(r,b) returns one of the two unsigned binary integer values with exactly
b bits which are closest to the floating-point value r. Implementations should round to nearest. If r
is equal to an integer, then that integer value must be returned. In particular, if f is equal to 0.0 or
b
1.0, then c must be assigned 0 or 2 - 1, respectively.
38 | Chapter 2. Fundamentals
The conversion from a floating-point value f to the corresponding signed normalized fixed-point
value c is performed by clamping f to the range [-1,1], then computing
b-1
c = convertFloatToInt(f × (2 - 1), b)
where convertFloatToInt(r,b) returns one of the two signed two’s-complement binary integer
values with exactly b bits which are closest to the floating-point value r. Implementations should
round to nearest. If r is equal to an integer, then that integer value must be returned. In particular,
b-1 b-1
if f is equal to -1.0, 0.0, or 1.0, then c must be assigned -(2 - 1), 0, or 2 - 1, respectively.
This equation is used everywhere that floating-point values are converted to signed normalized
fixed-point.
2.10.1. Offsets
Offsets are used to describe a pixel location within an image or framebuffer, as an (x,y) location for
two-dimensional images, or an (x,y,z) location for three-dimensional images.
// Provided by VK_VERSION_1_0
typedef struct VkOffset2D {
int32_t x;
int32_t y;
} VkOffset2D;
• x is the x offset.
• y is the y offset.
// Provided by VK_VERSION_1_0
typedef struct VkOffset3D {
int32_t x;
int32_t y;
int32_t z;
} VkOffset3D;
• x is the x offset.
• y is the y offset.
Chapter 2. Fundamentals | 39
• z is the z offset.
2.10.2. Extents
Extents are used to describe the size of a rectangular region of pixels within an image or
framebuffer, as (width,height) for two-dimensional images, or as (width,height,depth) for three-
dimensional images.
// Provided by VK_VERSION_1_0
typedef struct VkExtent2D {
uint32_t width;
uint32_t height;
} VkExtent2D;
// Provided by VK_VERSION_1_0
typedef struct VkExtent3D {
uint32_t width;
uint32_t height;
uint32_t depth;
} VkExtent3D;
2.10.3. Rectangles
Rectangles are used to describe a specified rectangular region of pixels within an image or
framebuffer. Rectangles include both an offset and an extent of the same dimensionality, as
described above. Two-dimensional rectangles are defined by the structure
// Provided by VK_VERSION_1_0
typedef struct VkRect2D {
VkOffset2D offset;
VkExtent2D extent;
} VkRect2D;
40 | Chapter 2. Fundamentals
• extent is a VkExtent2D specifying the rectangle extent.
Chapter 2. Fundamentals | 41
Chapter 3. Initialization
Before using Vulkan, an application must initialize it by loading the Vulkan commands, and
creating a VkInstance object.
Note
When extensions are promoted or otherwise incorporated into another extension
or Vulkan core version, command aliases may be included. Whilst the behavior of
each command alias is identical, the behavior of retrieving each alias’s function
pointer is not. A function pointer for a given alias can only be retrieved if the
extension or version that introduced that alias is supported and enabled,
irrespective of whether any other alias is available.
Function pointers for all Vulkan commands can be obtained with the command:
// Provided by VK_VERSION_1_0
PFN_vkVoidFunction vkGetInstanceProcAddr(
VkInstance instance,
const char* pName);
• instance is the instance that the function pointer will be compatible with, or NULL for commands
not dependent on any instance.
vkGetInstanceProcAddr itself is obtained in a platform- and loader- specific manner. Typically, the
loader library will export this command as a function symbol, so applications can link against the
loader library, or load it dynamically and look up the symbol using platform-specific APIs.
The table below defines the various use cases for vkGetInstanceProcAddr and expected return value
(“fp” is “function pointer”) for each case.
The returned function pointer is of type PFN_vkVoidFunction, and must be cast to the type of the
command being queried before use.
*
1
NULL undefined
1
invalid non-NULL instance * undefined
NULL vkGetInstanceProcAddr fp
4
42 | Chapter 3. Initialization
instance pName return value
NULL vkEnumerateInstanceVe fp
rsion
NULL vkEnumerateInstanceExt fp
ensionProperties
NULL vkEnumerateInstanceLa fp
yerProperties
NULL vkCreateInstance fp
2
instance core Vulkan command fp
2
instance enabled instance fp
extension commands for
instance
2
instance available device fp
3
extension commands for
instance
1
"*" means any representable value for the parameter (including valid values, invalid values, and
NULL).
2
The returned function pointer must only be called with a dispatchable object (the first
parameter) that is instance or a child of instance, e.g. VkInstance, VkPhysicalDevice, VkDevice,
VkQueue, or VkCommandBuffer.
3
An “available device extension” is a device extension supported by any physical device
enumerated by instance.
4
Starting with Vulkan 1.2, vkGetInstanceProcAddr can resolve itself with a NULL instance pointer.
In order to support systems with multiple Vulkan implementations, the function pointers returned
by vkGetInstanceProcAddr may point to dispatch code that calls a different real implementation for
different VkDevice objects or their child objects. The overhead of the internal dispatch for VkDevice
objects can be avoided by obtaining device-specific function pointers for any commands that use a
device or device-child object as their dispatchable object. Such function pointers can be obtained
Chapter 3. Initialization | 43
with the command:
// Provided by VK_VERSION_1_0
PFN_vkVoidFunction vkGetDeviceProcAddr(
VkDevice device,
const char* pName);
The table below defines the various use cases for vkGetDeviceProcAddr and expected return value for
each case.
The returned function pointer is of type PFN_vkVoidFunction, and must be cast to the type of the
command being queried before use. The function pointer must only be called with a dispatchable
object (the first parameter) that is device or a child of device.
1
"*" means any representable value for the parameter (including valid values, invalid values, and
NULL).
2
The returned function pointer must only be called with a dispatchable object (the first
parameter) that is device or a child of device e.g. VkDevice, VkQueue, or VkCommandBuffer.
// Provided by VK_VERSION_1_0
typedef void (VKAPI_PTR *PFN_vkVoidFunction)(void);
44 | Chapter 3. Initialization
3.1.1. Extending Physical Device Core Functionality
New core physical-device-level functionality can be used when the physical-device version is
greater than or equal to the version of Vulkan that added the new functionality. The Vulkan version
supported by a physical device can be obtained by calling vkGetPhysicalDeviceProperties.
Device extensions may define structures that can be added to the pNext chain of physical-device-
level commands.
3.2. Instances
There is no global state in Vulkan and all per-application state is stored in a VkInstance object.
Creating a VkInstance object initializes the Vulkan library and allows the application to pass
information about itself to the implementation.
// Provided by VK_VERSION_1_0
VK_DEFINE_HANDLE(VkInstance)
// Provided by VK_VERSION_1_1
VkResult vkEnumerateInstanceVersion(
uint32_t* pApiVersion);
Chapter 3. Initialization | 45
Note
The intended behaviour of vkEnumerateInstanceVersion is that an
implementation should not need to perform memory allocations and should
unconditionally return VK_SUCCESS. The loader, and any enabled layers, may return
VK_ERROR_OUT_OF_HOST_MEMORY in the case of a failed memory allocation.
Return Codes
Success
• VK_SUCCESS
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
// Provided by VK_VERSION_1_0
VkResult vkCreateInstance(
const VkInstanceCreateInfo* pCreateInfo,
const VkAllocationCallbacks* pAllocator,
VkInstance* pInstance);
• pAllocator controls host memory allocation as described in the Memory Allocation chapter.
vkCreateInstance verifies that the requested layers exist. If not, vkCreateInstance will return
VK_ERROR_LAYER_NOT_PRESENT. Next vkCreateInstance verifies that the requested extensions are
supported (e.g. in the implementation or in any enabled instance layer) and if any requested
extension is not supported, vkCreateInstance must return VK_ERROR_EXTENSION_NOT_PRESENT. After
verifying and enabling the instance layers and extensions the VkInstance object is created and
returned to the application. If a requested extension is only supported by a layer, both the layer and
the extension need to be specified at vkCreateInstance time for the creation to succeed.
Valid Usage
46 | Chapter 3. Initialization
Valid Usage (Implicit)
Return Codes
Success
• VK_SUCCESS
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
• VK_ERROR_INITIALIZATION_FAILED
• VK_ERROR_LAYER_NOT_PRESENT
• VK_ERROR_EXTENSION_NOT_PRESENT
• VK_ERROR_INCOMPATIBLE_DRIVER
// Provided by VK_VERSION_1_0
typedef struct VkInstanceCreateInfo {
VkStructureType sType;
const void* pNext;
VkInstanceCreateFlags flags;
const VkApplicationInfo* pApplicationInfo;
uint32_t enabledLayerCount;
const char* const* ppEnabledLayerNames;
uint32_t enabledExtensionCount;
const char* const* ppEnabledExtensionNames;
} VkInstanceCreateInfo;
Chapter 3. Initialization | 47
• ppEnabledLayerNames is a pointer to an array of enabledLayerCount null-terminated UTF-8 strings
containing the names of layers to enable for the created instance. The layers are loaded in the
order they are listed in this array, with the first array element being the closest to the
application, and the last array element being the closest to the driver. See the Layers section for
further details.
• flags must be 0
// Provided by VK_VERSION_1_0
typedef VkFlags VkInstanceCreateFlags;
VkInstanceCreateFlags is a bitmask type for setting a mask, but is currently reserved for future use.
// Provided by VK_VERSION_1_0
typedef struct VkApplicationInfo {
VkStructureType sType;
const void* pNext;
const char* pApplicationName;
uint32_t applicationVersion;
const char* pEngineName;
uint32_t engineVersion;
uint32_t apiVersion;
} VkApplicationInfo;
48 | Chapter 3. Initialization
the application.
• pEngineName is NULL or is a pointer to a null-terminated UTF-8 string containing the name of the
engine (if any) used to create the application.
• apiVersion must be the highest version of Vulkan that the application is designed to use,
encoded as described in Version Numbers. The patch version number specified in apiVersion is
ignored when creating an instance object. Only the major and minor versions of the instance
must match those requested in apiVersion.
Note
Because Vulkan 1.0 implementations may fail with VK_ERROR_INCOMPATIBLE_DRIVER,
applications should determine the version of Vulkan available before calling
vkCreateInstance. If the vkGetInstanceProcAddr returns NULL for
vkEnumerateInstanceVersion, it is a Vulkan 1.0 implementation. Otherwise, the
application can call vkEnumerateInstanceVersion to determine the version of
Vulkan.
As long as the instance supports at least Vulkan 1.1, an application can use different versions of
Vulkan with an instance than it does with a device or physical device.
Note
The Khronos validation layers will treat apiVersion as the highest API version the
application targets, and will validate API usage against the minimum of that
version and the implementation version (instance or device, depending on
context). If an application tries to use functionality from a greater version than
this, a validation error will be triggered.
For example, if the instance supports Vulkan 1.1 and three physical devices
support Vulkan 1.0, Vulkan 1.1, and Vulkan 1.2, respectively, and if the application
sets apiVersion to 1.2, the application can use the following versions of Vulkan:
• Vulkan 1.0 can be used with the instance and with all physical devices.
• Vulkan 1.1 can be used with the instance and with the physical devices that
support Vulkan 1.1 and Vulkan 1.2.
• Vulkan 1.2 can be used with the physical device that supports Vulkan 1.2.
If we modify the above example so that the application sets apiVersion to 1.1, then
the application must not use Vulkan 1.2 functionality on the physical device that
supports Vulkan 1.2.
Chapter 3. Initialization | 49
Implicit layers must be disabled if they do not support a version at least as high as apiVersion. See
the Vulkan Loader Specification and Architecture Overview document for additional information.
Note
Valid Usage
// Provided by VK_VERSION_1_0
void vkDestroyInstance(
VkInstance instance,
const VkAllocationCallbacks* pAllocator);
• pAllocator controls host memory allocation as described in the Memory Allocation chapter.
Valid Usage
• All child objects created using instance must have been destroyed prior to destroying
instance
• If VkAllocationCallbacks were provided when instance was created, a compatible set of
callbacks must be provided here
50 | Chapter 3. Initialization
Valid Usage (Implicit)
Host Synchronization
• Host access to all VkPhysicalDevice objects enumerated from instance must be externally
synchronized
Chapter 3. Initialization | 51
Chapter 4. Devices and Queues
Once Vulkan is initialized, devices and queues are the primary objects used to interact with a
Vulkan implementation.
Vulkan separates the concept of physical and logical devices. A physical device usually represents a
single complete implementation of Vulkan (excluding instance-level functionality) available to the
host, of which there are a finite number. A logical device represents an instance of that
implementation with its own state and resources independent of other logical devices.
// Provided by VK_VERSION_1_0
VK_DEFINE_HANDLE(VkPhysicalDevice)
// Provided by VK_VERSION_1_0
VkResult vkEnumeratePhysicalDevices(
VkInstance instance,
uint32_t* pPhysicalDeviceCount,
VkPhysicalDevice* pPhysicalDevices);
Return Codes
Success
• VK_SUCCESS
• VK_INCOMPLETE
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
• VK_ERROR_INITIALIZATION_FAILED
// Provided by VK_VERSION_1_0
void vkGetPhysicalDeviceProperties(
VkPhysicalDevice physicalDevice,
VkPhysicalDeviceProperties* pProperties);
• physicalDevice is the handle to the physical device whose properties will be queried.
• apiVersion is the version of Vulkan supported by the device, encoded as described in Version
Numbers.
• vendorID is a unique identifier for the vendor (see below) of the physical device.
• deviceID is a unique identifier for the physical device among devices available from the vendor.
Note
The value of apiVersion may be different than the version returned by
vkEnumerateInstanceVersion; either higher or lower. In such cases, the
application must not use functionality that exceeds the version of Vulkan
associated with a given object. The pApiVersion parameter returned by
vkEnumerateInstanceVersion is the version associated with a VkInstance and its
children, except for a VkPhysicalDevice and its children.
VkPhysicalDeviceProperties::apiVersion is the version associated with a
VkPhysicalDevice and its children.
The vendorID and deviceID fields are provided to allow applications to adapt to device
characteristics that are not adequately exposed by other Vulkan queries.
The vendor identified by vendorID is the entity responsible for the most salient characteristics of the
underlying implementation of the VkPhysicalDevice being queried.
Note
For example, in the case of a discrete GPU implementation, this should be the GPU
chipset vendor. In the case of a hardware accelerator integrated into a system-on-
chip (SoC), this should be the supplier of the silicon IP used to create the
accelerator.
If the vendor has a PCI vendor ID, the low 16 bits of vendorID must contain that PCI vendor ID, and
the remaining bits must be set to zero. Otherwise, the value returned must be a valid Khronos
vendor ID, obtained as described in the Vulkan Documentation and Extensions: Procedures and
Conventions document in the section “Registering a Vendor ID with Khronos”. Khronos vendor IDs
are allocated starting at 0x10000, to distinguish them from the PCI vendor ID namespace. Khronos
vendor IDs are symbolically defined in the VkVendorId type.
The vendor is also responsible for the value returned in deviceID. If the implementation is driven
primarily by a PCI device with a PCI device ID, the low 16 bits of deviceID must contain that PCI
device ID, and the remaining bits must be set to zero. Otherwise, the choice of what values to
return may be dictated by operating system or platform policies - but should uniquely identify
both the device version and any major configuration options (for example, core count in the case of
multicore devices).
Note
The same device ID should be used for all physical implementations of that device
version and configuration. For example, all uses of a specific silicon IP GPU version
and configuration should use the same device ID, even if those uses occur in
different SoCs.
// Provided by VK_VERSION_1_0
typedef enum VkVendorId {
VK_VENDOR_ID_VIV = 0x10001,
VK_VENDOR_ID_VSI = 0x10002,
VK_VENDOR_ID_KAZAN = 0x10003,
VK_VENDOR_ID_CODEPLAY = 0x10004,
VK_VENDOR_ID_MESA = 0x10005,
} VkVendorId;
and of the corresponding vulkan_core.h header file must contain all reserved
Khronos vendor IDs.
Only Khronos vendor IDs are given symbolic names at present. PCI vendor IDs
returned by the implementation can be looked up in the PCI-SIG database.
// Provided by VK_VERSION_1_0
typedef enum VkPhysicalDeviceType {
VK_PHYSICAL_DEVICE_TYPE_OTHER = 0,
VK_PHYSICAL_DEVICE_TYPE_INTEGRATED_GPU = 1,
VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU = 2,
VK_PHYSICAL_DEVICE_TYPE_VIRTUAL_GPU = 3,
VK_PHYSICAL_DEVICE_TYPE_CPU = 4,
} VkPhysicalDeviceType;
• VK_PHYSICAL_DEVICE_TYPE_OTHER - the device does not match any other available types.
• VK_PHYSICAL_DEVICE_TYPE_CPU - the device is typically running on the same processors as the host.
The physical device type is advertised for informational purposes only, and does not directly affect
the operation of the system. However, the device type may correlate with other advertised
properties or capabilities of the system, such as how many memory heaps there are.
// Provided by VK_VERSION_1_1
void vkGetPhysicalDeviceProperties2(
VkPhysicalDevice physicalDevice,
VkPhysicalDeviceProperties2* pProperties);
• physicalDevice is the handle to the physical device whose properties will be queried.
Each structure in pProperties and its pNext chain contain members corresponding to properties or
// Provided by VK_VERSION_1_1
typedef struct VkPhysicalDeviceProperties2 {
VkStructureType sType;
void* pNext;
VkPhysicalDeviceProperties properties;
} VkPhysicalDeviceProperties2;
The pNext chain of this structure is used to extend the structure with properties defined by
extensions.
• Each pNext member of any structure (including this one) in the pNext chain must be either
NULL or a pointer to a valid instance of VkPhysicalDeviceDepthStencilResolveProperties,
VkPhysicalDeviceDescriptorIndexingProperties, VkPhysicalDeviceDriverProperties,
VkPhysicalDeviceFloatControlsProperties, VkPhysicalDeviceIDProperties,
VkPhysicalDeviceMaintenance3Properties, VkPhysicalDeviceMultiviewProperties,
VkPhysicalDevicePointClippingProperties, VkPhysicalDeviceProtectedMemoryProperties,
VkPhysicalDeviceSamplerFilterMinmaxProperties, VkPhysicalDeviceSubgroupProperties,
VkPhysicalDeviceTimelineSemaphoreProperties, VkPhysicalDeviceVulkan11Properties, or
VkPhysicalDeviceVulkan12Properties
• The sType value of each struct in the pNext chain must be unique
To query the properties of the driver corresponding to Vulkan 1.1 functionality, add
VkPhysicalDeviceVulkan11Properties to the pNext chain of the VkPhysicalDeviceProperties2
structure.
// Provided by VK_VERSION_1_2
typedef struct VkPhysicalDeviceVulkan11Properties {
VkStructureType sType;
void* pNext;
uint8_t deviceUUID[VK_UUID_SIZE];
uint8_t driverUUID[VK_UUID_SIZE];
uint8_t deviceLUID[VK_LUID_SIZE];
uint32_t deviceNodeMask;
VkBool32 deviceLUIDValid;
uint32_t subgroupSize;
VkShaderStageFlags subgroupSupportedStages;
VkSubgroupFeatureFlags subgroupSupportedOperations;
VkBool32 subgroupQuadOperationsInAllStages;
VkPointClippingBehavior pointClippingBehavior;
uint32_t maxMultiviewViewCount;
uint32_t maxMultiviewInstanceIndex;
VkBool32 protectedNoFault;
uint32_t maxPerSetDescriptors;
VkDeviceSize maxMemoryAllocationSize;
} VkPhysicalDeviceVulkan11Properties;
• deviceLUID is an array of VK_LUID_SIZE uint8_t values representing a locally unique identifier for
the device.
• deviceNodeMask is a uint32_t bitfield identifying the node within a linked device adapter
corresponding to the device.
• deviceLUIDValid is a boolean value that will be VK_TRUE if deviceLUID contains a valid LUID and
deviceNodeMask contains a valid node mask, and VK_FALSE if they do not.
• maxMultiviewViewCount is one greater than the maximum view index that can be used in a
subpass.
• protectedNoFault specifies the behavior of the implementation when protected memory access
rules are broken. If protectedNoFault is VK_TRUE, breaking those rules will not result in process
termination or device loss.
• maxMemoryAllocationSize is the maximum size of a memory allocation that can be created, even
if there is more space available in the heap.
To query the properties of the driver corresponding to Vulkan 1.2 functionality, add
VkPhysicalDeviceVulkan12Properties to the pNext chain of the VkPhysicalDeviceProperties2
structure.
// Provided by VK_VERSION_1_2
typedef struct VkPhysicalDeviceVulkan12Properties {
VkStructureType sType;
void* pNext;
VkDriverId driverID;
char driverName[VK_MAX_DRIVER_NAME_SIZE];
char driverInfo[VK_MAX_DRIVER_INFO_SIZE];
VkConformanceVersion conformanceVersion;
VkShaderFloatControlsIndependence denormBehaviorIndependence;
VkShaderFloatControlsIndependence roundingModeIndependence;
VkBool32 shaderSignedZeroInfNanPreserveFloat16;
VkBool32 shaderSignedZeroInfNanPreserveFloat32;
• conformanceVersion is the version of the Vulkan conformance test this driver is conformant
against (see VkConformanceVersion).
• maxPerStageDescriptorUpdateAfterBindUniformBuffers is similar to
maxPerStageDescriptorUniformBuffers but counts descriptors from descriptor sets created with or
without the VK_DESCRIPTOR_SET_LAYOUT_CREATE_UPDATE_AFTER_BIND_POOL_BIT bit set.
• maxPerStageDescriptorUpdateAfterBindStorageBuffers is similar to
maxPerStageDescriptorStorageBuffers but counts descriptors from descriptor sets created with or
without the VK_DESCRIPTOR_SET_LAYOUT_CREATE_UPDATE_AFTER_BIND_POOL_BIT bit set.
• maxPerStageDescriptorUpdateAfterBindSampledImages is similar to
maxPerStageDescriptorSampledImages but counts descriptors from descriptor sets created with or
without the VK_DESCRIPTOR_SET_LAYOUT_CREATE_UPDATE_AFTER_BIND_POOL_BIT bit set.
• maxPerStageDescriptorUpdateAfterBindStorageImages is similar to
maxPerStageDescriptorStorageImages but counts descriptors from descriptor sets created with or
without the VK_DESCRIPTOR_SET_LAYOUT_CREATE_UPDATE_AFTER_BIND_POOL_BIT bit set.
• maxPerStageDescriptorUpdateAfterBindInputAttachments is similar to
maxPerStageDescriptorInputAttachments but counts descriptors from descriptor sets created with
or without the VK_DESCRIPTOR_SET_LAYOUT_CREATE_UPDATE_AFTER_BIND_POOL_BIT bit set.
• maxDescriptorSetUpdateAfterBindUniformBuffersDynamic is similar to
maxDescriptorSetUniformBuffersDynamic but counts descriptors from descriptor sets created with
or without the VK_DESCRIPTOR_SET_LAYOUT_CREATE_UPDATE_AFTER_BIND_POOL_BIT bit set.
• maxDescriptorSetUpdateAfterBindStorageBuffersDynamic is similar to
maxDescriptorSetStorageBuffersDynamic but counts descriptors from descriptor sets created with
or without the VK_DESCRIPTOR_SET_LAYOUT_CREATE_UPDATE_AFTER_BIND_POOL_BIT bit set.
• independentResolveNone is VK_TRUE if the implementation supports setting the depth and stencil
resolve modes to different values when one of those modes is VK_RESOLVE_MODE_NONE. Otherwise
the implementation only supports setting both modes to the same value.
To query the UUID and LUID of a device, add a VkPhysicalDeviceIDProperties structure to the pNext
chain of the VkPhysicalDeviceProperties2 structure. The VkPhysicalDeviceIDProperties structure is
defined as:
// Provided by VK_VERSION_1_1
typedef struct VkPhysicalDeviceIDProperties {
VkStructureType sType;
void* pNext;
uint8_t deviceUUID[VK_UUID_SIZE];
uint8_t driverUUID[VK_UUID_SIZE];
uint8_t deviceLUID[VK_LUID_SIZE];
uint32_t deviceNodeMask;
VkBool32 deviceLUIDValid;
} VkPhysicalDeviceIDProperties;
• deviceLUID is an array of VK_LUID_SIZE uint8_t values representing a locally unique identifier for
the device.
• deviceNodeMask is a uint32_t bitfield identifying the node within a linked device adapter
corresponding to the device.
• deviceLUIDValid is a boolean value that will be VK_TRUE if deviceLUID contains a valid LUID and
deviceNodeMask contains a valid node mask, and VK_FALSE if they do not.
Applications can compare the driverUUID value across instance and process boundaries, and can
make similar queries in external APIs to determine whether they are capable of sharing memory
objects and resources using them with the device.
deviceUUID and/or driverUUID must be used to determine whether a particular external object can
be shared between driver components, where such a restriction exists as defined in the
compatibility table for the particular object type:
Khronos' conformance testing can not guarantee that deviceUUID values are
actually unique, so implementers should make their own best efforts to ensure
this. In particular, hard-coded deviceUUID values, especially all-0 bits, should never
be used.
A combination of values unique to the vendor, the driver, and the hardware
environment can be used to provide a deviceUUID which is unique to a high degree
of certainty. Some possible inputs to such a computation are:
Note
While VkPhysicalDeviceIDProperties::deviceUUID is specified to remain consistent
across driver versions and system reboots, it is not intended to be usable as a
serializable persistent identifier for a device. It may change when a device is
physically added to, removed from, or moved to a different connector in a system
while that system is powered down. Further, there is no reasonable way to verify
with conformance testing that a given device retains the same UUID in a given
system across all driver versions supported in that system. While implementations
should make every effort to report consistent device UUIDs across driver versions,
applications should avoid relying on the persistence of this value for uses other
than identifying compatible devices for external object sharing purposes.
• conformanceVersion is the version of the Vulkan conformance test this driver is conformant
against (see VkConformanceVersion).
driverID must be immutable for a given driver across instances, processes, driver versions, and
system reboots.
Note
Khronos driver IDs may be allocated by vendors at any time. There may be
multiple driver IDs for the same vendor, representing different drivers (for e.g.
different platforms, proprietary or open source, etc.). Only the latest canonical
versions of this Specification, of the corresponding vk.xml API Registry, and of the
corresponding vulkan_core.h header file must contain all reserved Khronos driver
IDs.
Only driver IDs registered with Khronos are given symbolic names. There may be
unregistered driver IDs returned.
The conformance test suite version an implementation is compliant with is described with the
VkConformanceVersion structure:
// Provided by VK_VERSION_1_2
typedef struct VkConformanceVersion {
uint8_t major;
uint8_t minor;
uint8_t subminor;
uint8_t patch;
} VkConformanceVersion;
• physicalDevice is the handle to the physical device whose properties will be queried.
// Provided by VK_VERSION_1_0
typedef struct VkQueueFamilyProperties {
VkQueueFlags queueFlags;
uint32_t queueCount;
uint32_t timestampValidBits;
VkExtent3D minImageTransferGranularity;
} VkQueueFamilyProperties;
• queueCount is the unsigned integer count of queues in this queue family. Each queue family must
support at least one queue.
• timestampValidBits is the unsigned integer count of meaningful bits in the timestamps written
via vkCmdWriteTimestamp. The valid range for the count is 36..64 bits, or a value of 0, indicating no
The value returned in minImageTransferGranularity has a unit of compressed texel blocks for images
having a block-compressed format, and a unit of texels otherwise.
• (0,0,0) which indicates that only whole mip levels must be transferred using the image transfer
operations on the corresponding queues. In this case, the following restrictions apply to all
offset and extent parameters of image transfer operations:
◦ The width, height, and depth members of a VkExtent3D parameter must always match the
width, height, and depth of the image subresource corresponding to the parameter,
respectively.
• (Ax, Ay, Az) where Ax, Ay, and Az are all integer powers of two. In this case the following
restrictions apply to all image transfer operations:
◦ x, y, and z of a VkOffset3D parameter must be integer multiples of Ax, Ay, and Az,
respectively.
◦ width of a VkExtent3D parameter must be an integer multiple of Ax, or else x + width must
equal the width of the image subresource corresponding to the parameter.
◦ height of a VkExtent3D parameter must be an integer multiple of Ay, or else y + height must
equal the height of the image subresource corresponding to the parameter.
◦ depth of a VkExtent3D parameter must be an integer multiple of Az, or else z + depth must
equal the depth of the image subresource corresponding to the parameter.
◦ If the format of the image corresponding to the parameters is one of the block-compressed
formats then for the purposes of the above calculations the granularity must be scaled up
by the compressed texel block dimensions.
The Device Memory section describes memory properties queried from the physical device.
• VK_QUEUE_GRAPHICS_BIT specifies that queues in this queue family support graphics operations.
• VK_QUEUE_COMPUTE_BIT specifies that queues in this queue family support compute operations.
• VK_QUEUE_TRANSFER_BIT specifies that queues in this queue family support transfer operations.
• VK_QUEUE_SPARSE_BINDING_BIT specifies that queues in this queue family support sparse memory
management operations (see Sparse Resources). If any of the sparse resource features are
enabled, then at least one queue family must support this bit.
• if VK_QUEUE_PROTECTED_BIT is set, then the queues in this queue family support the
VK_DEVICE_QUEUE_CREATE_PROTECTED_BIT bit. (see Protected Memory). If the physical device
supports the protectedMemory feature, at least one of its queue families must support this bit.
If an implementation exposes any queue family that supports graphics operations, at least one
queue family of at least one physical device exposed by the implementation must support both
graphics and compute operations.
Furthermore, if the protected memory physical device feature is supported, then at least one queue
family of at least one physical device exposed by the implementation must support graphics
operations, compute operations, and protected memory operations.
Note
All commands that are allowed on a queue that supports transfer operations are
// Provided by VK_VERSION_1_0
typedef VkFlags VkQueueFlags;
• physicalDevice is the handle to the physical device whose properties will be queried.
// Provided by VK_VERSION_1_1
typedef struct VkQueueFamilyProperties2 {
VkStructureType sType;
void* pNext;
VkQueueFamilyProperties queueFamilyProperties;
} VkQueueFamilyProperties2;
As described in Physical Devices, a Vulkan application will first query for all physical devices in a
system. Each physical device can then be queried for its capabilities, including its queue and queue
family properties. Once an acceptable physical device is identified, an application will create a
corresponding logical device. An application must create a separate logical device for each physical
device it will use. The created logical device is then the primary interface to the physical device.
How to enumerate the physical devices in a system and query those physical devices for their
queue family properties is described in the Physical Device Enumeration section above.
A single logical device can also be created from multiple physical devices, if those physical devices
belong to the same device group. A device group is a set of physical devices that support accessing
each other’s memory and recording a single command buffer that can be executed on all the
physical devices. Device groups are enumerated by calling vkEnumeratePhysicalDeviceGroups, and
a logical device is created from a subset of the physical devices in a device group by passing the
physical devices through VkDeviceGroupDeviceCreateInfo. For two physical devices to be in the
same device group, they must support identical extensions, features, and properties.
Note
Physical devices in the same device group must be so similar because there are no
rules for how different features/properties would interact. They must return the
// Provided by VK_VERSION_1_1
VkResult vkEnumeratePhysicalDeviceGroups(
VkInstance instance,
uint32_t* pPhysicalDeviceGroupCount,
VkPhysicalDeviceGroupProperties* pPhysicalDeviceGroupProperties);
Return Codes
Success
• VK_SUCCESS
• VK_INCOMPLETE
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
• VK_ERROR_INITIALIZATION_FAILED
// Provided by VK_VERSION_1_1
typedef struct VkPhysicalDeviceGroupProperties {
VkStructureType sType;
void* pNext;
uint32_t physicalDeviceCount;
VkPhysicalDevice physicalDevices[VK_MAX_DEVICE_GROUP_SIZE];
VkBool32 subsetAllocation;
} VkPhysicalDeviceGroupProperties;
• subsetAllocation specifies whether logical devices created from the group support allocating
device memory on a subset of devices, via the deviceMask member of the
VkMemoryAllocateFlagsInfo. If this is VK_FALSE, then all device memory allocations are made
across all physical devices in the group. If physicalDeviceCount is 1, then subsetAllocation must
be VK_FALSE.
// Provided by VK_VERSION_1_0
VK_DEFINE_HANDLE(VkDevice)
A logical device is created as a connection to a physical device. To create a logical device, call:
// Provided by VK_VERSION_1_0
VkResult vkCreateDevice(
VkPhysicalDevice physicalDevice,
const VkDeviceCreateInfo* pCreateInfo,
const VkAllocationCallbacks* pAllocator,
VkDevice* pDevice);
• pAllocator controls host memory allocation as described in the Memory Allocation chapter.
vkCreateDevice verifies that extensions and features requested in the ppEnabledExtensionNames and
pEnabledFeatures members of pCreateInfo, respectively, are supported by the implementation. If any
requested extension is not supported, vkCreateDevice must return VK_ERROR_EXTENSION_NOT_PRESENT.
If any requested feature is not supported, vkCreateDevice must return
After verifying and enabling the extensions the VkDevice object is created and returned to the
application. If a requested extension is only supported by a layer, both the layer and the extension
need to be specified at vkCreateInstance time for the creation to succeed.
Multiple logical devices can be created from the same physical device. Logical device creation may
fail due to lack of device-specific resources (in addition to the other errors). If that occurs,
vkCreateDevice will return VK_ERROR_TOO_MANY_OBJECTS.
Valid Usage
Return Codes
Success
• VK_SUCCESS
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
• VK_ERROR_INITIALIZATION_FAILED
• VK_ERROR_EXTENSION_NOT_PRESENT
• VK_ERROR_FEATURE_NOT_PRESENT
• VK_ERROR_TOO_MANY_OBJECTS
• VK_ERROR_DEVICE_LOST
• queueCreateInfoCount is the unsigned integer size of the pQueueCreateInfos array. Refer to the
Queue Creation section below for further details.
• Each pNext member of any structure (including this one) in the pNext chain must be either
NULL or a pointer to a valid instance of VkDeviceGroupDeviceCreateInfo,
VkPhysicalDevice16BitStorageFeatures, VkPhysicalDevice8BitStorageFeatures,
VkPhysicalDeviceBufferDeviceAddressFeatures,
VkPhysicalDeviceDescriptorIndexingFeatures, VkPhysicalDeviceFeatures2,
VkPhysicalDeviceHostQueryResetFeatures,
VkPhysicalDeviceImagelessFramebufferFeatures, VkPhysicalDeviceMultiviewFeatures,
VkPhysicalDeviceProtectedMemoryFeatures,
VkPhysicalDeviceSamplerYcbcrConversionFeatures,
VkPhysicalDeviceScalarBlockLayoutFeatures,
VkPhysicalDeviceSeparateDepthStencilLayoutsFeatures,
VkPhysicalDeviceShaderAtomicInt64Features,
VkPhysicalDeviceShaderDrawParametersFeatures,
VkPhysicalDeviceShaderFloat16Int8Features,
VkPhysicalDeviceShaderSubgroupExtendedTypesFeatures,
VkPhysicalDeviceTimelineSemaphoreFeatures,
VkPhysicalDeviceUniformBufferStandardLayoutFeatures,
VkPhysicalDeviceVariablePointersFeatures, VkPhysicalDeviceVulkan11Features,
VkPhysicalDeviceVulkan12Features, or VkPhysicalDeviceVulkanMemoryModelFeatures
• The sType value of each struct in the pNext chain must be unique
• flags must be 0
// Provided by VK_VERSION_1_0
typedef VkFlags VkDeviceCreateFlags;
VkDeviceCreateFlags is a bitmask type for setting a mask, but is currently reserved for future use.
A logical device can be created that connects to one or more physical devices by adding a
VkDeviceGroupDeviceCreateInfo structure to the pNext chain of VkDeviceCreateInfo. The
VkDeviceGroupDeviceCreateInfo structure is defined as:
The elements of the pPhysicalDevices array are an ordered list of the physical devices that the
logical device represents. These must be a subset of a single device group, and need not be in the
same order as they were enumerated. The order of the physical devices in the pPhysicalDevices
array determines the device index of each physical device, with element i being assigned a device
index of i. Certain commands and structures refer to one or more physical devices by using device
indices or device masks formed using device indices.
Valid Usage
The following is a high-level list of VkDevice uses along with references on where to find more
• Creation of queues. See the Queues section below for further details.
• Creation and tracking of various synchronization constructs. See Synchronization and Cache
Control for further details.
• Allocating, freeing, and managing memory. See Memory Allocation and Resource Creation for
further details.
• Creation and destruction of command buffers and command buffer pools. See Command
Buffers for further details.
• Creation, destruction, and management of graphics state. See Pipelines and Resource
Descriptors, among others, for further details.
A logical device may become lost for a number of implementation-specific reasons, indicating that
pending and future command execution may fail and cause resources and backing memory to
become undefined.
Note
Typical reasons for device loss will include things like execution timing out (to
prevent denial of service), power management events, platform resource
management, implementation errors.
Applications not adhering to valid usage may also result in device loss being
reported, however this is not guaranteed. Even if device loss is reported, the
system may be in an unrecoverable state, and further usage of the API is still
considered invalid.
When this happens, certain commands will return VK_ERROR_DEVICE_LOST. After any such event, the
logical device is considered lost. It is not possible to reset the logical device to a non-lost state,
however the lost state is specific to a logical device (VkDevice), and the corresponding physical
device (VkPhysicalDevice) may be otherwise unaffected.
In some cases, the physical device may also be lost, and attempting to create a new logical device
will fail, returning VK_ERROR_DEVICE_LOST. This is usually indicative of a problem with the underlying
implementation, or its connection to the host. If the physical device has not been lost, and a new
logical device is successfully created from that physical device, it must be in the non-lost state.
intended only to inform the user that a platform issue has occurred, and should be
investigated further. For example, underlying hardware may have developed a
fault or become physically disconnected from the rest of the system. In many
cases, physical device loss may cause other more serious issues such as the
operating system crashing; in which case it may not be reported via the Vulkan
API.
When a device is lost, its child objects are not implicitly destroyed and their handles are still valid.
Those objects must still be destroyed before their parents or the device can be destroyed (see the
Object Lifetime section). The host address space corresponding to device memory mapped using
vkMapMemory is still valid, and host memory accesses to these mapped regions are still valid, but
the contents are undefined. It is still legal to call any API command on the device and child objects.
Once a device is lost, command execution may fail, and commands that return a VkResult may
return VK_ERROR_DEVICE_LOST. Commands that do not allow runtime errors must still operate
correctly for valid usage and, if applicable, return valid data.
Commands that wait indefinitely for device execution (namely vkDeviceWaitIdle, vkQueueWaitIdle,
vkWaitForFences with a maximum timeout, and vkGetQueryPoolResults with the
VK_QUERY_RESULT_WAIT_BIT bit set in flags) must return in finite time even in the case of a lost device,
and return either VK_SUCCESS or VK_ERROR_DEVICE_LOST. For any command that may return
VK_ERROR_DEVICE_LOST, for the purpose of determining whether a command buffer is in the pending
state, or whether resources are considered in-use by the device, a return value of
VK_ERROR_DEVICE_LOST is equivalent to VK_SUCCESS.
The content of any external memory objects that have been exported from or imported to a lost
device become undefined. Objects on other logical devices or in other APIs which are associated
with the same underlying memory resource as the external memory objects on the lost device are
unaffected other than their content becoming undefined. The layout of subresources of images on
other logical devices that are bound to VkDeviceMemory objects associated with the same underlying
memory resources as external memory objects on the lost device becomes
VK_IMAGE_LAYOUT_UNDEFINED.
The state of VkSemaphore objects on other logical devices created by importing a semaphore payload
with temporary permanence which was exported from the lost device is undefined. The state of
VkSemaphore objects on other logical devices that permanently share a semaphore payload with a
VkSemaphore object on the lost device is undefined, and remains undefined following any
subsequent signal operations. Implementations must ensure pending and subsequently submitted
wait operations on such semaphores behave as defined in Semaphore State Requirements For Wait
Operations for external semaphores not in a valid state for a wait operation.
• pAllocator controls host memory allocation as described in the Memory Allocation chapter.
To ensure that no work is active on the device, vkDeviceWaitIdle can be used to gate the
destruction of the device. Prior to destroying a device, an application is responsible for
destroying/freeing any Vulkan objects that were created using that device as the first parameter of
the corresponding vkCreate* or vkAllocate* command.
Note
The lifetime of each of these objects is bound by the lifetime of the VkDevice object.
Therefore, to avoid resource leaks, it is critical that an application explicitly free
all of these resources prior to calling vkDestroyDevice.
Valid Usage
• All child objects created on device must have been destroyed prior to destroying device
Host Synchronization
• Host access to all VkQueue objects received from device must be externally synchronized
4.3. Queues
Note
The general expectation is that a physical device groups all queues of matching
capabilities into a single family. However, while implementations should do this, it
is possible that a physical device may return two separate queue families with the
same capabilities.
Once an application has identified a physical device with the queue(s) that it desires to use, it will
create those queues in conjunction with a logical device. This is described in the following section.
Creating a logical device also creates the queues associated with that device. The queues to create
are described by a set of VkDeviceQueueCreateInfo structures that are passed to vkCreateDevice in
pQueueCreateInfos.
// Provided by VK_VERSION_1_0
VK_DEFINE_HANDLE(VkQueue)
// Provided by VK_VERSION_1_0
typedef struct VkDeviceQueueCreateInfo {
VkStructureType sType;
const void* pNext;
VkDeviceQueueCreateFlags flags;
uint32_t queueFamilyIndex;
uint32_t queueCount;
const float* pQueuePriorities;
} VkDeviceQueueCreateInfo;
• queueFamilyIndex is an unsigned integer indicating the index of the queue family to create on
this device. This index corresponds to the index of an element of the pQueueFamilyProperties
array that was returned by vkGetPhysicalDeviceQueueFamilyProperties.
• queueCount is an unsigned integer specifying the number of queues to create in the queue family
indicated by queueFamilyIndex.
Valid Usage
Bits which can be set in VkDeviceQueueCreateInfo::flags to specify usage behavior of the queue
are:
// Provided by VK_VERSION_1_0
typedef enum VkDeviceQueueCreateFlagBits {
// Provided by VK_VERSION_1_1
VK_DEVICE_QUEUE_CREATE_PROTECTED_BIT = 0x00000001,
} VkDeviceQueueCreateFlagBits;
// Provided by VK_VERSION_1_0
typedef VkFlags VkDeviceQueueCreateFlags;
// Provided by VK_VERSION_1_0
void vkGetDeviceQueue(
VkDevice device,
uint32_t queueFamilyIndex,
uint32_t queueIndex,
VkQueue* pQueue);
• queueFamilyIndex is the index of the queue family to which the queue belongs.
• queueIndex is the index within this queue family of the queue to retrieve.
• pQueue is a pointer to a VkQueue object that will be filled with the handle for the requested
queue.
vkGetDeviceQueue must only be used to get queues that were created with the flags parameter of
VkDeviceQueueCreateInfo set to zero. To get queues that were created with a non-zero flags
parameter use vkGetDeviceQueue2.
Valid Usage
• queueFamilyIndex must be one of the queue family indices specified when device was
created, via the VkDeviceQueueCreateInfo structure
• queueIndex must be less than the number of queues created for the specified queue family
index when device was created, via the queueCount member of the
VkDeviceQueueCreateInfo structure
• VkDeviceQueueCreateInfo::flags must have been set to zero when device was created
• pQueue is a pointer to a VkQueue object that will be filled with the handle for the requested
queue.
// Provided by VK_VERSION_1_1
typedef struct VkDeviceQueueInfo2 {
VkStructureType sType;
const void* pNext;
VkDeviceQueueCreateFlags flags;
uint32_t queueFamilyIndex;
uint32_t queueIndex;
} VkDeviceQueueInfo2;
• pNext is NULL or a pointer to a structure extending this structure. The pNext chain of
VkDeviceQueueInfo2 is used to provide additional image parameters to vkGetDeviceQueue2.
• flags is a VkDeviceQueueCreateFlags value indicating the flags used to create the device queue.
• queueFamilyIndex is the index of the queue family to which the queue belongs.
• queueIndex is the index within this queue family of the queue to retrieve.
The queue returned by vkGetDeviceQueue2 must have the same flags value from this structure as
that used at device creation time in a VkDeviceQueueCreateInfo instance. If no matching flags
were specified at device creation time then pQueue will return VK_NULL_HANDLE.
• queueFamilyIndex must be one of the queue family indices specified when device was
created, via the VkDeviceQueueCreateInfo structure
• queueIndex must be less than the number of queues created for the specified queue family
index and VkDeviceQueueCreateFlags member flags equal to this flags value when
device was created, via the queueCount member of the VkDeviceQueueCreateInfo structure
The queue family index is used in multiple places in Vulkan in order to tie operations to a specific
family of queues.
When retrieving a handle to the queue via vkGetDeviceQueue, the queue family index is used to
select which queue family to retrieve the VkQueue handle from as described in the previous section.
When creating a VkCommandPool object (see Command Pools), a queue family index is specified in the
VkCommandPoolCreateInfo structure. Command buffers from this pool can only be submitted on
queues corresponding to this queue family.
When creating VkImage (see Images) and VkBuffer (see Buffers) resources, a set of queue families is
included in the VkImageCreateInfo and VkBufferCreateInfo structures to specify the queue families
that can access the resource.
Each queue is assigned a priority, as set in the VkDeviceQueueCreateInfo structures when creating
the device. The priority of each queue is a normalized floating point value between 0.0 and 1.0,
which is then translated to a discrete priority level by the implementation. Higher values indicate a
higher priority, with 0.0 being the lowest priority and 1.0 being the highest.
Within the same device, queues with higher priority may be allotted more processing time than
queues with lower priority. The implementation makes no guarantees with regards to ordering or
scheduling among queues with the same priority, other than the constraints defined by any explicit
synchronization primitives. The implementation make no guarantees with regards to queues across
An implementation may allow a higher-priority queue to starve a lower-priority queue on the same
VkDevice until the higher-priority queue has no further commands to execute. The relationship of
queue priorities must not cause queues on one VkDevice to starve queues on another VkDevice.
No specific guarantees are made about higher priority queues receiving more processing time or
better quality of service than lower priority queues.
Work is submitted to a queue via queue submission commands such as vkQueueSubmit. Queue
submission commands define a set of queue operations to be executed by the underlying physical
device, including synchronization with semaphores and fences.
Submission commands take as parameters a target queue, zero or more batches of work, and an
optional fence to signal upon completion. Each batch consists of three distinct parts:
1. Zero or more semaphores to wait on before execution of the rest of the batch.
All work described by a queue submission command must be submitted to the queue before the
command returns.
In Vulkan it is possible to sparsely bind memory to buffers and images as described in the Sparse
Resource chapter. Sparse memory binding is a queue operation. A queue whose flags include the
VK_QUEUE_SPARSE_BINDING_BIT must be able to support the mapping of a virtual address to a physical
address on the device. This causes an update to the page table mappings on the device. This update
must be synchronized on a queue to avoid corrupting page table mappings during execution of
graphics commands. By binding the sparse memory resources on queues, all commands that are
dependent on the updated bindings are synchronized to only execute after the binding is updated.
See the Synchronization and Cache Control chapter for how this synchronization is accomplished.
Queues are created along with a logical device during vkCreateDevice. All queues associated with a
logical device are destroyed when vkDestroyDevice is called on that device.
// Provided by VK_VERSION_1_0
VK_DEFINE_HANDLE(VkCommandBuffer)
Recorded commands include commands to bind pipelines and descriptor sets to the command
buffer, commands to modify dynamic state, commands to draw (for graphics rendering),
commands to dispatch (for compute), commands to execute secondary command buffers (for
primary command buffers only), commands to copy buffers and images, and other commands.
Each command buffer manages state independently of other command buffers. There is no
inheritance of state across primary and secondary command buffers, or between secondary
command buffers. When a command buffer begins recording, all state in that command buffer is
undefined. When secondary command buffer(s) are recorded to execute on a primary command
buffer, the secondary command buffer inherits no state from the primary command buffer, and all
state of the primary command buffer is undefined after an execute secondary command buffer
command is recorded. There is one exception to this rule - if the primary command buffer is inside
a render pass instance, then the render pass and subpass state is not disturbed by executing
secondary command buffers. For state dependent commands (such as draws and dispatches), any
state consumed by those commands must not be undefined.
Unless otherwise specified, and without explicit synchronization, the various commands submitted
to a queue via command buffers may execute in arbitrary order relative to each other, and/or
concurrently. Also, the memory side-effects of those commands may not be directly visible to other
commands without explicit memory dependencies. This is true within a command buffer, and
across command buffers submitted to a given queue. See the synchronization chapter for
information on implicit and explicit synchronization between commands.
Initial
When a command buffer is allocated, it is in the initial state. Some commands are able to reset a
command buffer (or a set of command buffers) back to this state from any of the executable,
recording or invalid state. Command buffers in the initial state can only be moved to the
recording state, or freed.
Executable
vkEndCommandBuffer ends the recording of a command buffer, and moves it from the
recording state to the executable state. Executable command buffers can be submitted, reset, or
recorded to another command buffer.
Pending
Queue submission of a command buffer changes the state of a command buffer from the
executable state to the pending state. Whilst in the pending state, applications must not attempt
to modify the command buffer in any way - as the device may be processing the commands
recorded to it. Once execution of a command buffer completes, the command buffer either
reverts back to the executable state, or if it was recorded with
VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT, it moves to the invalid state. A synchronization
command should be used to detect when this occurs.
Invalid
Some operations, such as modifying or deleting a resource that was used in a command
recorded to a command buffer, will transition the state of that command buffer into the invalid
state. Command buffers in the invalid state can only be reset or freed.
Allocate
Initial
Reset Reset Begin
Invalid Recording
Invalidate
Any given command that operates on a command buffer has its own requirements on what state a
command buffer must be in, which are detailed in the valid usage constraints for that command.
Resetting a command buffer is an operation that discards any previously recorded commands and
puts a command buffer in the initial state. Resetting occurs as a result of vkResetCommandBuffer or
vkResetCommandPool, or as part of vkBeginCommandBuffer (which additionally puts the
command buffer in the recording state).
If a secondary moves to the invalid state or the initial state, then all primary buffers it is recorded in
move to the invalid state. A primary moving to any other state does not affect the state of a
secondary recorded in it.
Note
Resetting or freeing a primary command buffer removes the lifecycle linkage to all
secondary command buffers that were recorded into it.
// Provided by VK_VERSION_1_0
VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkCommandPool)
// Provided by VK_VERSION_1_0
VkResult vkCreateCommandPool(
VkDevice device,
const VkCommandPoolCreateInfo* pCreateInfo,
const VkAllocationCallbacks* pAllocator,
VkCommandPool* pCommandPool);
• pAllocator controls host memory allocation as described in the Memory Allocation chapter.
Return Codes
Success
• VK_SUCCESS
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
// Provided by VK_VERSION_1_0
typedef struct VkCommandPoolCreateInfo {
VkStructureType sType;
const void* pNext;
VkCommandPoolCreateFlags flags;
uint32_t queueFamilyIndex;
} VkCommandPoolCreateInfo;
• flags is a bitmask of VkCommandPoolCreateFlagBits indicating usage behavior for the pool and
command buffers allocated from it.
• queueFamilyIndex designates a queue family as described in section Queue Family Properties. All
command buffers allocated from this command pool must be submitted on queues from the
same queue family.
// Provided by VK_VERSION_1_0
typedef enum VkCommandPoolCreateFlagBits {
VK_COMMAND_POOL_CREATE_TRANSIENT_BIT = 0x00000001,
VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT = 0x00000002,
// Provided by VK_VERSION_1_1
VK_COMMAND_POOL_CREATE_PROTECTED_BIT = 0x00000004,
} VkCommandPoolCreateFlagBits;
// Provided by VK_VERSION_1_0
typedef VkFlags VkCommandPoolCreateFlags;
Trimming a command pool recycles unused memory from the command pool back to the system.
Command buffers allocated from the pool are not affected by the command.
Note
This command provides applications with some control over the internal memory
allocations used by command pools.
Unused memory normally arises from command buffers that have been recorded
and later reset, such that they are no longer using the memory. On reset, a
command buffer can return memory to its command pool, but the only way to
release memory from a command pool to the system requires calling
vkResetCommandPool, which cannot be executed while any command buffers
from that pool are still in use. Subsequent recording operations into command
buffers will re-use this memory but since total memory requirements fluctuate
over time, unused memory can accumulate.
In most cases trimming will result in a reduction in allocated but unused memory,
but it does not guarantee the “ideal” behavior.
• flags must be 0
Host Synchronization
// Provided by VK_VERSION_1_1
typedef VkFlags VkCommandPoolTrimFlags;
VkCommandPoolTrimFlags is a bitmask type for setting a mask, but is currently reserved for future use.
// Provided by VK_VERSION_1_0
VkResult vkResetCommandPool(
VkDevice device,
VkCommandPool commandPool,
VkCommandPoolResetFlags flags);
Resetting a command pool recycles all of the resources from all of the command buffers allocated
from the command pool back to the command pool. All command buffers that have been allocated
from the command pool are put in the initial state.
Any primary command buffer allocated from another VkCommandPool that is in the recording or
executable state and has a secondary command buffer allocated from commandPool recorded into it,
becomes invalid.
Valid Usage
• All VkCommandBuffer objects allocated from commandPool must not be in the pending state
Host Synchronization
Return Codes
Success
• VK_SUCCESS
Failure
• VK_ERROR_OUT_OF_DEVICE_MEMORY
Bits which can be set in vkResetCommandPool::flags to control the reset operation are:
// Provided by VK_VERSION_1_0
typedef enum VkCommandPoolResetFlagBits {
VK_COMMAND_POOL_RESET_RELEASE_RESOURCES_BIT = 0x00000001,
} VkCommandPoolResetFlagBits;
// Provided by VK_VERSION_1_0
typedef VkFlags VkCommandPoolResetFlags;
• pAllocator controls host memory allocation as described in the Memory Allocation chapter.
When a pool is destroyed, all command buffers allocated from the pool are freed.
Any primary command buffer allocated from another VkCommandPool that is in the recording or
executable state and has a secondary command buffer allocated from commandPool recorded into it,
becomes invalid.
Valid Usage
• All VkCommandBuffer objects allocated from commandPool must not be in the pending state
• If commandPool is a valid handle, it must have been created, allocated, or retrieved from
device
Host Synchronization
vkAllocateCommandBuffers can be used to create multiple command buffers. If the creation of any of
those command buffers fails, the implementation must destroy all successfully created command
buffer objects from this command, set all entries of the pCommandBuffers array to NULL and return the
error.
When command buffers are first allocated, they are in the initial state.
Host Synchronization
Return Codes
Success
• VK_SUCCESS
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
// Provided by VK_VERSION_1_0
typedef struct VkCommandBufferAllocateInfo {
VkStructureType sType;
const void* pNext;
VkCommandPool commandPool;
VkCommandBufferLevel level;
uint32_t commandBufferCount;
} VkCommandBufferAllocateInfo;
• commandPool is the command pool from which the command buffers are allocated.
Valid Usage
// Provided by VK_VERSION_1_0
typedef enum VkCommandBufferLevel {
VK_COMMAND_BUFFER_LEVEL_PRIMARY = 0,
VK_COMMAND_BUFFER_LEVEL_SECONDARY = 1,
} VkCommandBufferLevel;
• commandBuffer is the command buffer to reset. The command buffer can be in any state other
than pending, and is moved into the initial state.
Any primary command buffer that is in the recording or executable state and has commandBuffer
recorded into it, becomes invalid.
Valid Usage
• commandBuffer must have been allocated from a pool that was created with the
VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT
Host Synchronization
Return Codes
Success
• VK_SUCCESS
Failure
• VK_ERROR_OUT_OF_DEVICE_MEMORY
Bits which can be set in vkResetCommandBuffer::flags to control the reset operation are:
// Provided by VK_VERSION_1_0
typedef enum VkCommandBufferResetFlagBits {
VK_COMMAND_BUFFER_RESET_RELEASE_RESOURCES_BIT = 0x00000001,
} VkCommandBufferResetFlagBits;
// Provided by VK_VERSION_1_0
typedef VkFlags VkCommandBufferResetFlags;
// Provided by VK_VERSION_1_0
void vkFreeCommandBuffers(
VkDevice device,
VkCommandPool commandPool,
uint32_t commandBufferCount,
const VkCommandBuffer* pCommandBuffers);
• commandPool is the command pool from which the command buffers were allocated.
Any primary command buffer that is in the recording or executable state and has any element of
pCommandBuffers recorded into it, becomes invalid.
Valid Usage
• Each element of pCommandBuffers that is a valid handle must have been created, allocated,
or retrieved from commandPool
Host Synchronization
// Provided by VK_VERSION_1_0
VkResult vkBeginCommandBuffer(
VkCommandBuffer commandBuffer,
const VkCommandBufferBeginInfo* pBeginInfo);
• commandBuffer is the handle of the command buffer which is to be put in the recording state.
• If commandBuffer was allocated from a VkCommandPool which did not have the
VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT flag set, commandBuffer must be in the
initial state
• If commandBuffer is a primary command buffer, then pBeginInfo->flags must not set both
the VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT and the
VK_COMMAND_BUFFER_USAGE_SIMULTANEOUS_USE_BIT flags
Host Synchronization
• Host access to the VkCommandPool that commandBuffer was allocated from must be externally
synchronized
Return Codes
Success
• VK_SUCCESS
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
Valid Usage
• The sType value of each struct in the pNext chain must be unique
// Provided by VK_VERSION_1_0
typedef VkFlags VkCommandBufferUsageFlags;
// Provided by VK_VERSION_1_0
typedef struct VkCommandBufferInheritanceInfo {
VkStructureType sType;
const void* pNext;
VkRenderPass renderPass;
uint32_t subpass;
VkFramebuffer framebuffer;
VkBool32 occlusionQueryEnable;
VkQueryControlFlags queryFlags;
VkQueryPipelineStatisticFlags pipelineStatistics;
} VkCommandBufferInheritanceInfo;
• renderPass is a VkRenderPass object defining which render passes the VkCommandBuffer will be
compatible with and can be executed within. If the VkCommandBuffer will not be executed within
a render pass instance, renderPass is ignored.
• subpass is the index of the subpass within the render pass instance that the VkCommandBuffer will
• framebuffer optionally refers to the VkFramebuffer object that the VkCommandBuffer will be
rendering to if it is executed within a render pass instance. It can be VK_NULL_HANDLE if the
framebuffer is not known, or if the VkCommandBuffer will not be executed within a render pass
instance.
Note
Specifying the exact framebuffer that the secondary command buffer will be
executed with may result in better performance at command buffer execution
time.
• queryFlags specifies the query flags that can be used by an active occlusion query in the
primary command buffer when this secondary command buffer is executed. If this value
includes the VK_QUERY_CONTROL_PRECISE_BIT bit, then the active query can return boolean results
or actual sample counts. If this bit is not set, then the active query must not use the
VK_QUERY_CONTROL_PRECISE_BIT bit.
Valid Usage
• Both of framebuffer, and renderPass that are valid handles of non-ignored parameters
must have been created, allocated, or retrieved from the same VkDevice
Note
patched in-place if needed, rather than creating a copy of the command buffer.
If a command buffer is in the invalid, or executable state, and the command buffer was allocated
from a command pool with the VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT flag set, then
vkBeginCommandBuffer implicitly resets the command buffer, behaving as if vkResetCommandBuffer had
been called with VK_COMMAND_BUFFER_RESET_RELEASE_RESOURCES_BIT not set. After the implicit reset,
commandBuffer is moved to the recording state.
Once recording starts, an application records a sequence of commands (vkCmd*) to set state in the
command buffer, draw, dispatch, and other commands.
// Provided by VK_VERSION_1_0
VkResult vkEndCommandBuffer(
VkCommandBuffer commandBuffer);
If there was an error during recording, the application will be notified by an unsuccessful return
code returned by vkEndCommandBuffer. If the application wishes to further use the command buffer,
the command buffer must be reset. The command buffer must have been in the recording state,
and is moved to the executable state.
Valid Usage
• If commandBuffer is a primary command buffer, there must not be an active render pass
instance
• All queries made active during the recording of commandBuffer must have been made
inactive
Host Synchronization
• Host access to the VkCommandPool that commandBuffer was allocated from must be externally
synchronized
Return Codes
Success
• VK_SUCCESS
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
When a command buffer is in the executable state, it can be submitted to a queue for execution.
// Provided by VK_VERSION_1_0
VkResult vkQueueSubmit(
VkQueue queue,
uint32_t submitCount,
const VkSubmitInfo* pSubmits,
VkFence fence);
• queue is the queue that the command buffers will be submitted to.
• fence is an optional handle to a fence to be signaled once all submitted command buffers have
vkQueueSubmit is a queue submission command, with each batch defined by an element of pSubmits.
Batches begin execution in the order they appear in pSubmits, but may complete out of order.
Fence and semaphore operations submitted with vkQueueSubmit have additional ordering
constraints compared to other submission commands, with dependencies involving previous and
subsequent queue operations. Information about these additional constraints can be found in the
semaphore and fence sections of the synchronization chapter.
The order that batches appear in pSubmits is used to determine submission order, and thus all the
implicit ordering guarantees that respect it. Other than these implicit ordering guarantees and any
explicit synchronization primitives, these batches may overlap or otherwise execute out of order.
If any command buffer submitted to this queue is in the executable state, it is moved to the pending
state. Once execution of all submissions of a command buffer complete, it moves from the pending
state, back to the executable state. If a command buffer was recorded with the
VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT flag, it instead moves to the invalid state.
• If fence is not VK_NULL_HANDLE, fence must not be associated with any other queue
command that has not yet completed execution on that queue
• Any stage flag included in any element of the pWaitDstStageMask member of any element
of pSubmits must be a pipeline stage supported by one of the capabilities of queue, as
specified in the table of supported pipeline stages
• All elements of the pWaitSemaphores member of all elements of pSubmits created with a
VkSemaphoreType of VK_SEMAPHORE_TYPE_BINARY must reference a semaphore signal
operation that has been submitted for execution and any semaphore signal operations on
which it depends (if any) must have also been submitted for execution
• Each element of the pCommandBuffers member of each element of pSubmits must be in the
pending or executable state
• If any element of the pCommandBuffers member of any element of pSubmits was not
recorded with the VK_COMMAND_BUFFER_USAGE_SIMULTANEOUS_USE_BIT, it must not be in the
pending state
• Any secondary command buffers recorded into any element of the pCommandBuffers
member of any element of pSubmits must be in the pending or executable state
• If any secondary command buffers recorded into any element of the pCommandBuffers
member of any element of pSubmits was not recorded with the
VK_COMMAND_BUFFER_USAGE_SIMULTANEOUS_USE_BIT, it must not be in the pending state
• Each element of the pCommandBuffers member of each element of pSubmits must have been
allocated from a VkCommandPool that was created for the same queue family queue belongs
to
• Both of fence, and queue that are valid handles of non-ignored parameters must have
been created, allocated, or retrieved from the same VkDevice
Host Synchronization
Command Properties
- - Any -
Return Codes
Success
• VK_SUCCESS
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
• VK_ERROR_DEVICE_LOST
• waitSemaphoreCount is the number of semaphores upon which to wait before executing the
command buffers for the batch.
• pWaitSemaphores is a pointer to an array of VkSemaphore handles upon which to wait before the
command buffers for this batch begin execution. If semaphores to wait on are provided, they
define a semaphore wait operation.
The order that command buffers appear in pCommandBuffers is used to determine submission order,
and thus all the implicit ordering guarantees that respect it. Other than these implicit ordering
guarantees and any explicit synchronization primitives, these command buffers may overlap or
otherwise execute out of order.
• If the tessellation shaders feature is not enabled, each element of pWaitDstStageMask must
not contain VK_PIPELINE_STAGE_TESSELLATION_CONTROL_SHADER_BIT or
VK_PIPELINE_STAGE_TESSELLATION_EVALUATION_SHADER_BIT
• Each element of pWaitDstStageMask must not include VK_PIPELINE_STAGE_HOST_BIT
• Each pNext member of any structure (including this one) in the pNext chain must be either
NULL or a pointer to a valid instance of VkDeviceGroupSubmitInfo,
VkProtectedSubmitInfo, or VkTimelineSemaphoreSubmitInfo
• The sType value of each struct in the pNext chain must be unique
To specify the values to use when waiting for and signaling semaphores created with a
VkSemaphoreType of VK_SEMAPHORE_TYPE_TIMELINE, add a VkTimelineSemaphoreSubmitInfo
structure to the pNext chain of the VkSubmitInfo structure when using vkQueueSubmit or the
VkBindSparseInfo structure when using vkQueueBindSparse. The VkTimelineSemaphoreSubmitInfo
structure is defined as:
// Provided by VK_VERSION_1_2
typedef struct VkTimelineSemaphoreSubmitInfo {
VkStructureType sType;
const void* pNext;
uint32_t waitSemaphoreValueCount;
const uint64_t* pWaitSemaphoreValues;
uint32_t signalSemaphoreValueCount;
const uint64_t* pSignalSemaphoreValues;
} VkTimelineSemaphoreSubmitInfo;
If the pNext chain of VkSubmitInfo includes a VkProtectedSubmitInfo structure, then the structure
indicates whether the batch is protected. The VkProtectedSubmitInfo structure is defined as:
// Provided by VK_VERSION_1_1
typedef struct VkProtectedSubmitInfo {
VkStructureType sType;
const void* pNext;
VkBool32 protectedSubmit;
} VkProtectedSubmitInfo;
• protectedSubmit specifies whether the batch is protected. If protectedSubmit is VK_TRUE, the batch
is protected. If protectedSubmit is VK_FALSE, the batch is unprotected. If the VkSubmitInfo::pNext
chain does not include this structure, the batch is unprotected.
Valid Usage
• If the protected memory feature is not enabled, protectedSubmit must not be VK_TRUE
// Provided by VK_VERSION_1_1
typedef struct VkDeviceGroupSubmitInfo {
VkStructureType sType;
const void* pNext;
uint32_t waitSemaphoreCount;
const uint32_t* pWaitSemaphoreDeviceIndices;
uint32_t commandBufferCount;
const uint32_t* pCommandBufferDeviceMasks;
uint32_t signalSemaphoreCount;
const uint32_t* pSignalSemaphoreDeviceIndices;
} VkDeviceGroupSubmitInfo;
If this structure is not present, semaphore operations and command buffers execute on device
index zero.
When using timeline semaphores, wait-before-signal behavior is well-defined and applications can
submit work via vkQueueSubmit which defines a timeline semaphore wait operation before
submitting a corresponding semaphore signal operation. For each timeline semaphore wait
operation defined by a call to vkQueueSubmit, the application must ensure that a corresponding
semaphore signal operation is executed before forward progress can be made.
Command buffers in the submission can include vkCmdWaitEvents commands that wait on events
that will not be signaled by earlier commands in the queue. Such events must be signaled by the
application using vkSetEvent, and the vkCmdWaitEvents commands that wait upon them must not be
inside a render pass instance. The event must be set before the vkCmdWaitEvents command is
executed.
Note
Implementations may have some tolerance for waiting on events to be set, but this
is defined outside of the scope of Vulkan.
// Provided by VK_VERSION_1_0
void vkCmdExecuteCommands(
VkCommandBuffer commandBuffer,
uint32_t commandBufferCount,
const VkCommandBuffer* pCommandBuffers);
• commandBuffer is a handle to a primary command buffer that the secondary command buffers
are executed in.
• If vkCmdExecuteCommands is being called within a render pass instance, that render pass
instance must have been begun with the contents parameter of vkCmdBeginRenderPass set
to VK_SUBPASS_CONTENTS_SECONDARY_COMMAND_BUFFERS
• If vkCmdExecuteCommands is being called within a render pass instance, the render passes
specified in the pBeginInfo->pInheritanceInfo->renderPass members of the
vkBeginCommandBuffer commands used to begin recording each element of
pCommandBuffers must be compatible with the current render pass
• If vkCmdExecuteCommands is being called within a render pass instance, and any element of
pCommandBuffers was recorded with VkCommandBufferInheritanceInfo::framebuffer not
equal to VK_NULL_HANDLE, that VkFramebuffer must match the VkFramebuffer used in the
current render pass instance
• If vkCmdExecuteCommands is not being called within a render pass instance, each element of
pCommandBuffers must not have been recorded with the
VK_COMMAND_BUFFER_USAGE_RENDER_PASS_CONTINUE_BIT
• If the inherited queries feature is not enabled, commandBuffer must not have any queries
active
• Each element of pCommandBuffers must not begin any query types that are active in
commandBuffer
• If commandBuffer is a protected command buffer, then each element of pCommandBuffers
must be a protected command buffer
• The VkCommandPool that commandBuffer was allocated from must support transfer, graphics,
or compute operations
• Both of commandBuffer, and the elements of pCommandBuffers must have been created,
allocated, or retrieved from the same VkDevice
Host Synchronization
• Host access to the VkCommandPool that commandBuffer was allocated from must be externally
synchronized
Command Properties
Scissor and viewport state can be set to different values on each physical device (only when set as
dynamic state), and each physical device will render using its local copy of the state. Other state is
shared between physical devices, such that all physical devices use the most recently set values for
the state. However, when recording an action command that uses a piece of state, the most recent
command that set that state must have included all physical devices that execute the action
command in its current device mask.
// Provided by VK_VERSION_1_1
typedef struct VkDeviceGroupCommandBufferBeginInfo {
VkStructureType sType;
const void* pNext;
uint32_t deviceMask;
} VkDeviceGroupCommandBufferBeginInfo;
The initial device mask also acts as an upper bound on the set of devices that can ever be in the
device mask in the command buffer.
If this structure is not present, the initial value of a command buffer’s device mask is set to include
all physical devices in the logical device when the command buffer begins recording.
Valid Usage
// Provided by VK_VERSION_1_1
void vkCmdSetDeviceMask(
VkCommandBuffer commandBuffer,
uint32_t deviceMask);
deviceMask is used to filter out subsequent commands from executing on all physical devices whose
bit indices are not set in the mask, except commands beginning a render pass instance, commands
transitioning to the next subpass in the render pass instance, and commands ending a render pass
instance, which always execute on the set of physical devices whose bit indices are included in the
deviceMask member of the VkDeviceGroupRenderPassBeginInfo structure passed to the command
beginning the corresponding render pass instance.
Valid Usage
• deviceMask must not include any set bits that were not in the
VkDeviceGroupCommandBufferBeginInfo::deviceMask value when the command buffer
began recording
• If vkCmdSetDeviceMask is called inside a render pass instance, deviceMask must not include
any set bits that were not in the VkDeviceGroupRenderPassBeginInfo::deviceMask value
when the render pass instance began recording
• The VkCommandPool that commandBuffer was allocated from must support graphics, compute,
or transfer operations
• Host access to the VkCommandPool that commandBuffer was allocated from must be externally
synchronized
Command Properties
Whilst some implicit guarantees exist between commands, five explicit synchronization
mechanisms are exposed by Vulkan:
Fences
Fences can be used to communicate to the host that execution of some task on the device has
completed.
Semaphores
Semaphores can be used to control resource access across multiple queues.
Events
Events provide a fine-grained synchronization primitive which can be signaled either within a
command buffer or by the host, and can be waited upon within a command buffer or queried
on the host.
Pipeline Barriers
Pipeline barriers also provide synchronization control within a command buffer, but at a single
point, rather than with separate signal and wait operations.
Render Passes
Render passes provide a useful synchronization framework for most rendering tasks, built upon
the concepts in this chapter. Many cases that would otherwise need an application to use other
synchronization primitives can be expressed more efficiently as part of a render pass.
The synchronization scopes define which other operations a synchronization command is able to
create execution dependencies with. Any type of operation that is not in a synchronization
command’s synchronization scopes will not be included in the resulting dependency. For example,
for many synchronization commands, the synchronization scopes can be limited to just operations
executing in specific pipeline stages, which allows other pipeline stages to be excluded from a
dependency. Other scoping options are possible, depending on the particular command.
• Submitting A, S and B for execution, in that order, will result in execution dependency E
between A' and B'.
Execution dependencies alone are not sufficient to guarantee that values resulting from writes in
one set of operations can be read from another set of operations.
Three additional types of operation are used to control memory access. Availability operations
cause the values generated by specified memory write accesses to become available to a memory
domain for future access. Any available value remains available until a subsequent write to the
same memory location occurs (whether it is made available or not) or the memory is freed. Memory
domain operations cause writes that are available to a source memory domain to become available
to a destination memory domain (an example of this is making writes available to the host domain
available to the device domain). Visibility operations cause values available to a memory domain to
become visible to specified memory accesses.
Availability, visibility, memory domains, and memory domain operations are formally defined in
the Availability and Visibility section of the Memory Model chapter. Which API operations perform
each of these operations is defined in Availability, Visibility, and Domain Operations.
The specific memory accesses that are made available and visible are defined by the access scopes
of a memory dependency. Any type of access that is in a memory dependency’s first access scope
and occurs in A' is made available. Any type of access that is in a memory dependency’s second
access scope and occurs in B' has any available writes made visible to it. Any type of operation that
is not in a synchronization command’s access scopes will not be included in the resulting
dependency.
A memory dependency enforces availability and visibility of memory accesses and execution order
between two sets of operations. Adding to the description of execution dependency chains:
• Submitting A, S and B for execution, in that order, will result in a memory dependency m
between A' and B'.
◦ Available memory writes, including those from a', are made visible to b'.
Note
Execution and memory dependencies are used to solve data hazards, i.e. to ensure
that read and write operations occur in a well-defined order. Write-after-read
hazards can be solved with just an execution dependency, but read-after-write and
write-after-write hazards need appropriate memory dependencies to be included
between them. If an application does not include dependencies to solve these
hazards, the results and execution orders of memory accesses are undefined.
Image subresources can be transitioned from one layout to another as part of a memory
dependency (e.g. by using an image memory barrier). When a layout transition is specified in a
memory dependency, it happens-after the availability operations in the memory dependency, and
happens-before the visibility operations. Image layout transitions may perform read and write
accesses on all memory bound to the image subresource range, so applications must ensure that all
memory writes have been made available before a layout transition is executed. Available memory
is automatically made visible to a layout transition, and writes performed by a layout transition are
automatically made available.
As image layout transitions may perform read and write accesses on the memory bound to the
image, if the image subresource affected by the layout transition is bound to peer memory for any
device in the current device mask then the memory heap the bound memory comes from must
support the VK_PEER_MEMORY_FEATURE_GENERIC_SRC_BIT and VK_PEER_MEMORY_FEATURE_GENERIC_DST_BIT
capabilities as returned by vkGetDeviceGroupPeerMemoryFeatures.
Note
Applications must ensure that layout transitions happen-after all operations
accessing the image with the old layout, and happen-before any operations that
will access the image with the new layout. Layout transitions are potentially
read/write operations, so not defining appropriate memory dependencies to
guarantee this will result in a data race.
Layout transitions that are performed via image memory barriers execute in their entirety in
submission order, relative to other image layout transitions submitted to the same queue, including
those performed by render passes. In effect there is an implicit execution dependency from each
such layout transition to all layout transitions previously submitted to the same queue.
Note
Operations performed by synchronization commands (e.g. availability and
visibility operations) are not executed by a defined pipeline stage. However other
commands can still synchronize with them by using the synchronization scopes to
create a dependency chain.
Execution of operations across pipeline stages must adhere to implicit ordering guarantees,
particularly including pipeline stage order. Otherwise, execution across pipeline stages may
overlap or execute out of order with regards to other stages, unless otherwise enforced by an
execution dependency.
Several of the synchronization commands include pipeline stage parameters, restricting the
synchronization scopes for that command to just those stages. This allows fine grained control over
// Provided by VK_VERSION_1_0
typedef enum VkPipelineStageFlagBits {
VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT = 0x00000001,
VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT = 0x00000002,
VK_PIPELINE_STAGE_VERTEX_INPUT_BIT = 0x00000004,
VK_PIPELINE_STAGE_VERTEX_SHADER_BIT = 0x00000008,
VK_PIPELINE_STAGE_TESSELLATION_CONTROL_SHADER_BIT = 0x00000010,
VK_PIPELINE_STAGE_TESSELLATION_EVALUATION_SHADER_BIT = 0x00000020,
VK_PIPELINE_STAGE_GEOMETRY_SHADER_BIT = 0x00000040,
VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT = 0x00000080,
VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT = 0x00000100,
VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT = 0x00000200,
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT = 0x00000400,
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT = 0x00000800,
VK_PIPELINE_STAGE_TRANSFER_BIT = 0x00001000,
VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT = 0x00002000,
VK_PIPELINE_STAGE_HOST_BIT = 0x00004000,
VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT = 0x00008000,
VK_PIPELINE_STAGE_ALL_COMMANDS_BIT = 0x00010000,
} VkPipelineStageFlagBits;
• VK_PIPELINE_STAGE_VERTEX_INPUT_BIT specifies the stage of the pipeline where vertex and index
buffers are consumed.
◦ vkCmdBlitImage
◦ vkCmdResolveImage
◦ VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT
◦ VK_PIPELINE_STAGE_VERTEX_INPUT_BIT
◦ VK_PIPELINE_STAGE_VERTEX_SHADER_BIT
◦ VK_PIPELINE_STAGE_TESSELLATION_CONTROL_SHADER_BIT
◦ VK_PIPELINE_STAGE_TESSELLATION_EVALUATION_SHADER_BIT
◦ VK_PIPELINE_STAGE_GEOMETRY_SHADER_BIT
◦ VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT
◦ VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT
◦ VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT
◦ VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT
// Provided by VK_VERSION_1_0
typedef VkFlags VkPipelineStageFlags;
If a synchronization command includes a source stage mask, its first synchronization scope only
includes execution of the pipeline stages specified in that mask, and its first access scope only
Note
Including a particular pipeline stage in the first synchronization scope of a
command implicitly includes logically earlier pipeline stages in the
However, note that access scopes are not affected in this way - only the precise
stages specified are considered part of each access scope.
Certain pipeline stages are only available on queues that support a particular set of operations. The
following table lists, for each pipeline stage flag, which queue capability flag must be supported by
the queue. When multiple flags are enumerated in the second column of the table, it means that the
pipeline stage is supported on the queue if it supports any of the listed capability flags. For further
details on queue capabilities see Physical Device Enumeration and Queues.
Similarly, initiation of a logically earlier pipeline stage must not happen-after initiation of a
logically later pipeline stage. Including any given stage in the destination stage mask for a
particular synchronization command also implies that any logically later stages are included in BS
for that command.
Note
Implementations may not support synchronization at every pipeline stage for
every synchronization operation. If a pipeline stage that an implementation does
not support synchronization for appears in a source stage mask, it may substitute
any logically later stage in its place for the first synchronization scope. If a pipeline
stage that an implementation does not support synchronization for appears in a
destination stage mask, it may substitute any logically earlier stage in its place for
the second synchronization scope.
The graphics pipeline executes the following stages, with the logical ordering of the stages matching
the order specified here:
• VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT
• VK_PIPELINE_STAGE_VERTEX_INPUT_BIT
• VK_PIPELINE_STAGE_VERTEX_SHADER_BIT
• VK_PIPELINE_STAGE_TESSELLATION_CONTROL_SHADER_BIT
• VK_PIPELINE_STAGE_TESSELLATION_EVALUATION_SHADER_BIT
• VK_PIPELINE_STAGE_GEOMETRY_SHADER_BIT
• VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT
• VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT
• VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT
• VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT
• VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT
• VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT
For the transfer pipeline, the following stages occur in this order:
• VK_PIPELINE_STAGE_TRANSFER_BIT
For host operations, only one pipeline stage occurs, so no order is guaranteed:
• VK_PIPELINE_STAGE_HOST_BIT
Memory in Vulkan can be accessed from within shader invocations and via some fixed-function
stages of the pipeline. The access type is a function of the descriptor type used, or how a fixed-
function stage accesses memory.
Some synchronization commands take sets of access types as parameters to define the access
scopes of a memory dependency. If a synchronization command includes a source access mask, its
first access scope only includes accesses via the access types specified in that mask. Similarly, if a
synchronization command includes a destination access mask, its second access scope only
includes accesses via the access types specified in that mask.
// Provided by VK_VERSION_1_0
typedef enum VkAccessFlagBits {
VK_ACCESS_INDIRECT_COMMAND_READ_BIT = 0x00000001,
VK_ACCESS_INDEX_READ_BIT = 0x00000002,
VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT = 0x00000004,
VK_ACCESS_UNIFORM_READ_BIT = 0x00000008,
VK_ACCESS_INPUT_ATTACHMENT_READ_BIT = 0x00000010,
VK_ACCESS_SHADER_READ_BIT = 0x00000020,
VK_ACCESS_SHADER_WRITE_BIT = 0x00000040,
VK_ACCESS_COLOR_ATTACHMENT_READ_BIT = 0x00000080,
VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT = 0x00000100,
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT = 0x00000200,
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT = 0x00000400,
VK_ACCESS_TRANSFER_READ_BIT = 0x00000800,
VK_ACCESS_TRANSFER_WRITE_BIT = 0x00001000,
VK_ACCESS_HOST_READ_BIT = 0x00002000,
VK_ACCESS_HOST_WRITE_BIT = 0x00004000,
VK_ACCESS_MEMORY_READ_BIT = 0x00008000,
VK_ACCESS_MEMORY_WRITE_BIT = 0x00010000,
} VkAccessFlagBits;
• VK_ACCESS_HOST_READ_BIT specifies read access by a host operation. Accesses of this type are not
performed through a resource, but directly on memory.
• VK_ACCESS_HOST_WRITE_BIT specifies write access by a host operation. Accesses of this type are not
performed through a resource, but directly on memory.
• VK_ACCESS_MEMORY_READ_BIT specifies all read accesses. It is always valid in any access mask, and
is treated as equivalent to setting all READ access flags that are valid where it is used.
• VK_ACCESS_MEMORY_WRITE_BIT specifies all write accesses. It is always valid in any access mask,
and is treated as equivalent to setting all WRITE access flags that are valid where it is used.
Certain access types are only performed by a subset of pipeline stages. Any synchronization
command that takes both stage masks and access masks uses both to define the access scopes - only
the specified access types performed by the specified stages are included in the access scope. An
application must not specify an access flag in a synchronization command if it does not include a
pipeline stage in the corresponding stage mask that is able to perform accesses of that type. The
following table lists, for each access flag, which pipeline stages can perform that type of access.
// Provided by VK_VERSION_1_0
typedef VkFlags VkAccessFlags;
If the memory object does have the VK_MEMORY_PROPERTY_HOST_COHERENT_BIT property flag, writes to
the memory object from the host are automatically made available to the host domain. Similarly,
writes made available to the host domain are automatically made visible to the host.
Note
Queue submission commands automatically perform a domain operation from
host to device for all writes performed before the command executes, so in most
cases an explicit memory barrier is not needed for this case. In the few
circumstances where a submit does not occur between the host write and the
device read access, writes can be made available by using an explicit memory
barrier.
Pipeline stages that operate on, or with respect to, the framebuffer are collectively the framebuffer-
space pipeline stages. These stages are:
• VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT
• VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT
• VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT
• VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT
For these pipeline stages, an execution or memory dependency from the first set of operations to
the second set can either be a single framebuffer-global dependency, or split into multiple
framebuffer-local dependencies. A dependency with non-framebuffer-space pipeline stages is
neither framebuffer-global nor framebuffer-local.
A framebuffer region is a set of sample (x, y, layer, sample) coordinates that is a subset of the entire
framebuffer.
If the first synchronization scope includes operations on pixels/fragments with N samples and the
second synchronization scope includes operations on pixels/fragments with M samples, where N
does not equal M, then a framebuffer region containing all samples at a given (x, y, layer)
coordinate in the first synchronization scope corresponds to a region containing all samples at the
Note
Since fragment invocations are not specified to run in any particular groupings,
the size of a framebuffer region is implementation-dependent, not known to the
application, and must be assumed to be no larger than specified above.
Note
Practically, the pixel vs sample granularity dependency means that if an input
attachment has a different number of samples than the pipeline’s
rasterizationSamples, then a fragment can access any sample in the input
attachment’s pixel even if it only uses framebuffer-local dependencies. If the input
attachment has the same number of samples, then the fragment can only access
the covered samples in its input SampleMask (i.e. the fragment operations happen-
after a framebuffer-local dependency for each sample the fragment covers). To
access samples that are not covered, a framebuffer-global dependency is required.
Note
Framebuffer-local dependencies are more optimal for most architectures;
particularly tile-based architectures - which can keep framebuffer-regions entirely
in on-chip registers and thus avoid external bandwidth across such a dependency.
Including a framebuffer-global dependency in your rendering will usually force all
implementations to flush data to memory, or to a higher level cache, breaking any
potential locality optimizations.
In a render pass instance that has multiview enabled, dependencies can be either view-local or
view-global.
A view-local dependency only includes operations from a single source view from the source
subpass in the first synchronization scope, and only includes operations from a single destination
view from the destination subpass in the second synchronization scope. A view-global dependency
includes all views in the view mask of the source and destination subpasses in the corresponding
Semaphore and event dependencies are device-local and only execute on the one physical device
that performs the dependency.
Submission order is a fundamental ordering in Vulkan, giving meaning to the order in which action
and synchronization commands are recorded and submitted to a single queue. Explicit and implicit
ordering guarantees between commands in Vulkan all work on the premise that this ordering is
meaningful. This order does not itself define any execution or memory dependencies;
synchronization commands and other orderings within the API use this ordering to define their
scopes.
Submission order for any given set of commands is based on the order in which they were
recorded to command buffers and then submitted. This order is determined as follows:
1. The initial order is determined by the order in which vkQueueSubmit commands are executed
on the host, for a single queue, from first to last.
2. The order in which VkSubmitInfo structures are specified in the pSubmits parameter of
vkQueueSubmit, from lowest index to highest.
4. The order in which commands were recorded to a command buffer on the host, from first to
last:
◦ For commands recorded outside a render pass, this includes all other commands recorded
outside a render pass, including vkCmdBeginRenderPass and vkCmdEndRenderPass
commands; it does not directly include commands inside a render pass.
◦ For commands recorded inside a render pass, this includes all other commands recorded
inside the same subpass, including the vkCmdBeginRenderPass and vkCmdEndRenderPass
commands that delimit the same render pass instance; it does not include commands
recorded to other subpasses.
State commands do not execute any operations on the device, instead they set the state of the
command buffer when they execute on the host, in the order that they are recorded. Action
commands consume the current state of the command buffer when they are recorded, and will
execute state changes on the device as required to match the recorded state.
Query commands, the order of primitives passing through the graphics pipeline and image layout
transitions as part of an image memory barrier provide additional guarantees based on submission
order.
Execution of pipeline stages within a given command also has a loose ordering, dependent only on
a single command.
Signal operation order is a fundamental ordering in Vulkan, giving meaning to the order in which
semaphore and fence signal operations occur when submitted to a single queue. The signal
operation order for queue operations is determined as follows:
1. The initial order is determined by the order in which vkQueueSubmit commands are executed
on the host, for a single queue, from first to last.
2. The order in which VkSubmitInfo structures are specified in the pSubmits parameter of
vkQueueSubmit, from lowest index to highest.
The vkSignalSemaphore command does not execute on a queue but instead performs the signal
operation from the host. The semaphore signal operation defined by executing a
vkSignalSemaphore command happens-after the vkSignalSemaphore command is invoked and
happens-before the command returns.
after some other semaphore signal operation, it can submit a separate batch
containing only semaphore signal operations, which will happen-after the
semaphore signal operations in any earlier batches.
When signaling a semaphore from the host, the only ordering guarantee is that the
signal operation happens-after when vkSignalSemaphore is called and happens-
before it returns. Therefore, it is invalid to call vkSignalSemaphore while there are
any outstanding signal operations on that semaphore from any queue submissions
unless those queue submissions have some dependency which ensures that they
happen-after the host signal operation. One example of this would be if the
pending signal operation is, itself, waiting on the same semaphore at a lower value
and the call to vkSignalSemaphore signals that lower value. Furthermore, if there
are two or more processes or threads signaling the same timeline semaphore from
the host, the application must ensure that the vkSignalSemaphore with the lower
semaphore value returns before vkSignalSemaphore is called with the higher value.
6.3. Fences
Fences are a synchronization primitive that can be used to insert a dependency from a queue to the
host. Fences have two states - signaled and unsignaled. A fence can be signaled as part of the
execution of a queue submission command. Fences can be unsignaled on the host with
vkResetFences. Fences can be waited on by the host with the vkWaitForFences command, and the
current state can be queried with vkGetFenceStatus.
As with most objects in Vulkan, fences are an interface to internal data which is typically opaque to
applications. This internal data is referred to as a fence’s payload.
However, in order to enable communication with agents outside of the current device, it is
necessary to be able to export that payload to a commonly understood format, and subsequently
import from that format as well.
The internal data of a fence may include a reference to any resources and pending work associated
with signal or unsignal operations performed on that fence object. Mechanisms to import and
export that internal data to and from fences are provided below. These mechanisms indirectly
enable applications to share fence state between two or more fences and other synchronization
// Provided by VK_VERSION_1_0
VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkFence)
// Provided by VK_VERSION_1_0
VkResult vkCreateFence(
VkDevice device,
const VkFenceCreateInfo* pCreateInfo,
const VkAllocationCallbacks* pAllocator,
VkFence* pFence);
• pAllocator controls host memory allocation as described in the Memory Allocation chapter.
Return Codes
Success
• VK_SUCCESS
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
• flags is a bitmask of VkFenceCreateFlagBits specifying the initial state and behavior of the
fence.
• The sType value of each struct in the pNext chain must be unique
// Provided by VK_VERSION_1_0
typedef enum VkFenceCreateFlagBits {
VK_FENCE_CREATE_SIGNALED_BIT = 0x00000001,
} VkFenceCreateFlagBits;
• VK_FENCE_CREATE_SIGNALED_BIT specifies that the fence object is created in the signaled state.
Otherwise, it is created in the unsignaled state.
// Provided by VK_VERSION_1_0
typedef VkFlags VkFenceCreateFlags;
// Provided by VK_VERSION_1_1
typedef struct VkExportFenceCreateInfo {
VkStructureType sType;
const void* pNext;
VkExternalFenceHandleTypeFlags handleTypes;
} VkExportFenceCreateInfo;
Valid Usage
// Provided by VK_VERSION_1_0
void vkDestroyFence(
VkDevice device,
VkFence fence,
const VkAllocationCallbacks* pAllocator);
• pAllocator controls host memory allocation as described in the Memory Allocation chapter.
Valid Usage
• All queue submission commands that refer to fence must have completed execution
• If fence is a valid handle, it must have been created, allocated, or retrieved from device
Host Synchronization
// Provided by VK_VERSION_1_0
VkResult vkGetFenceStatus(
VkDevice device,
VkFence fence);
Upon success, vkGetFenceStatus returns the status of the fence object, with the following return
codes:
Status Meaning
VK_SUCCESS The fence specified by fence is
signaled.
VK_NOT_READY The fence specified by fence is
unsignaled.
VK_ERROR_DEVICE_LOST The device has been lost. See Lost
Device.
If a queue submission command is pending execution, then the value returned by this command
may immediately be out of date.
If the device has been lost (see Lost Device), vkGetFenceStatus may return any of the above status
codes. If the device has been lost and vkGetFenceStatus is called repeatedly, it will eventually return
either VK_SUCCESS or VK_ERROR_DEVICE_LOST.
Return Codes
Success
• VK_SUCCESS
• VK_NOT_READY
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
• VK_ERROR_DEVICE_LOST
// Provided by VK_VERSION_1_0
VkResult vkResetFences(
VkDevice device,
uint32_t fenceCount,
const VkFence* pFences);
If any member of pFences currently has its payload imported with temporary permanence, that
fence’s prior permanent payload is first restored. The remaining operations described therefore
operate on the restored payload.
When vkResetFences is executed on the host, it defines a fence unsignal operation for each fence,
which resets the fence to the unsignaled state.
If any member of pFences is already in the unsignaled state when vkResetFences is executed, then
vkResetFences has no effect on that fence.
• Each element of pFences must not be currently associated with any queue command that
has not yet completed execution on that queue
• Each element of pFences must have been created, allocated, or retrieved from device
Host Synchronization
Return Codes
Success
• VK_SUCCESS
Failure
• VK_ERROR_OUT_OF_DEVICE_MEMORY
When a fence is submitted to a queue as part of a queue submission command, it defines a memory
dependency on the batches that were submitted as part of that command, and defines a fence signal
operation which sets the fence to the signaled state.
The first synchronization scope includes every batch submitted in the same queue submission
command. Fence signal operations that are defined by vkQueueSubmit additionally include in the
first synchronization scope all commands that occur earlier in submission order. Fence signal
operations that are defined by vkQueueSubmit or vkQueueBindSparse additionally include in the
first synchronization scope any semaphore and fence signal operations that occur earlier in signal
operation order.
The second synchronization scope only includes the fence signal operation.
The first access scope includes all memory access performed by the device.
To wait for one or more fences to enter the signaled state on the host, call:
• waitAll is the condition that must be satisfied to successfully unblock the wait. If waitAll is
VK_TRUE, then the condition is that all fences in pFences are signaled. Otherwise, the condition is
that at least one fence in pFences is signaled.
• timeout is the timeout period in units of nanoseconds. timeout is adjusted to the closest value
allowed by the implementation-dependent timeout accuracy, which may be substantially longer
than one nanosecond, and may be longer than the requested period.
If timeout is zero, then vkWaitForFences does not wait, but simply returns the current state of the
fences. VK_TIMEOUT will be returned in this case if the condition is not satisfied, even though no
actual wait was performed.
If the condition is satisfied before the timeout has expired, vkWaitForFences returns VK_SUCCESS.
Otherwise, vkWaitForFences returns VK_TIMEOUT after the timeout has expired.
If device loss occurs (see Lost Device) before the timeout has expired, vkWaitForFences must return
in finite time with either VK_SUCCESS or VK_ERROR_DEVICE_LOST.
Note
While we guarantee that vkWaitForFences must return in finite time, no guarantees
are made that it returns immediately upon device loss. However, the client can
reasonably expect that the delay will be on the order of seconds and that calling
vkWaitForFences will not result in a permanently (or seemingly permanently) dead
process.
• Each element of pFences must have been created, allocated, or retrieved from device
Return Codes
Success
• VK_SUCCESS
• VK_TIMEOUT
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
• VK_ERROR_DEVICE_LOST
An execution dependency is defined by waiting for a fence to become signaled, either via
vkWaitForFences or by polling on vkGetFenceStatus.
The first synchronization scope includes only the fence signal operation.
Note
Signaling a fence and waiting on the host does not guarantee that the results of
memory accesses will be visible to the host, as the access scope of a memory
dependency defined by a fence only includes device access. A memory barrier or
other memory dependency must be used to guarantee this. See the description of
host access types for more information.
Applications can import a fence payload into an existing fence using an external fence handle. The
effects of the import operation will be either temporary or permanent, as specified by the
application. If the import is temporary, the fence will be restored to its permanent state the next
time that fence is passed to vkResetFences.
Note
The implementation must perform the import operation by either referencing or copying the
payload referred to by the specified external fence handle, depending on the handle’s type. The
import method used is referred to as the handle type’s transference. When using handle types with
reference transference, importing a payload to a fence adds the fence to the set of all fences sharing
that payload. This set includes the fence from which the payload was exported. Fence signaling,
waiting, and resetting operations performed on any fence in the set must behave as if the set were
a single fence. Importing a payload using handle types with copy transference creates a duplicate
copy of the payload at the time of import, but makes no further reference to it. Fence signaling,
waiting, and resetting operations performed on the target of copy imports must not affect any
other fence or payload.
Export operations have the same transference as the specified handle type’s import operations.
Additionally, exporting a fence payload to a handle with copy transference has the same side effects
on the source fence’s payload as executing a fence reset operation. If the fence was using a
temporarily imported payload, the fence’s prior permanent payload will be restored.
External synchronization allows implementations to modify an object’s internal state, i.e. payload,
without internal synchronization. However, for fences sharing a payload across processes,
satisfying the external synchronization requirements of VkFence parameters as if all fences in the
set were the same object is sometimes infeasible. Satisfying valid usage constraints on the state of a
fence would similarly require impractical coordination or levels of trust between processes.
Therefore, these constraints only apply to a specific fence handle, not to its payload. For distinct
fence objects which share a payload:
• If multiple commands which queue a signal operation, or which unsignal a fence, are called
concurrently, behavior will be as if the commands were called in an arbitrary sequential order.
• If a queue submission command is called with a fence that is sharing a payload, and the payload
is already associated with another queue command that has not yet completed execution, either
one or both of the commands will cause the fence to become signaled when they complete
execution.
• If a fence payload is reset while it is associated with a queue command that has not yet
completed execution, the payload will become unsignaled, but may become signaled again
when the command completes execution.
• In the preceding cases, any of the devices associated with the fences sharing the payload may be
lost, or any of the queue submission or fence reset commands may return
VK_ERROR_INITIALIZATION_FAILED.
• Timeouts on future wait commands on fences sharing the payload must be effective.
Note
These rules allow processes to synchronize access to shared memory without
trusting each other. However, such processes must still be cautious not to use the
shared fence for more than synchronizing access to the shared memory. For
example, a process should not use a fence with shared payload to tell when
commands it submitted to a queue have completed and objects used by those
commands may be destroyed, since the other process can accidentally or
maliciously cause the fence to signal before the commands actually complete.
When importing a fence payload, it is the responsibility of the application to ensure the external
handles meet all valid usage requirements. However, implementations must perform sufficient
validation of external handles to ensure that the operation results in a valid fence which will not
cause program termination, device loss, queue stalls, host thread stalls, or corruption of other
resources when used as allowed according to its import parameters. If the external handle
provided does not meet these requirements, the implementation must fail the fence payload import
operation with the error code VK_ERROR_INVALID_EXTERNAL_HANDLE.
6.4. Semaphores
Semaphores are a synchronization primitive that can be used to insert a dependency between
queue operations or between a queue operation and the host. Binary semaphores have two states -
signaled and unsignaled. Timeline semaphores have a monotonically increasing 64-bit unsigned
integer payload and are signaled with respect to a particular reference value. A semaphore can be
signaled after execution of a queue operation is completed, and a queue operation can wait for a
semaphore to become signaled before it begins execution. A timeline semaphore can additionally
be signaled from the host with the vkSignalSemaphore command and waited on from the host with
the vkWaitSemaphores command.
As with most objects in Vulkan, semaphores are an interface to internal data which is typically
opaque to applications. This internal data is referred to as a semaphore’s payload.
However, in order to enable communication with agents outside of the current device, it is
necessary to be able to export that payload to a commonly understood format, and subsequently
import from that format as well.
The internal data of a semaphore may include a reference to any resources and pending work
associated with signal or unsignal operations performed on that semaphore object. Mechanisms to
import and export that internal data to and from semaphores are provided below. These
// Provided by VK_VERSION_1_0
VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSemaphore)
// Provided by VK_VERSION_1_0
VkResult vkCreateSemaphore(
VkDevice device,
const VkSemaphoreCreateInfo* pCreateInfo,
const VkAllocationCallbacks* pAllocator,
VkSemaphore* pSemaphore);
• pAllocator controls host memory allocation as described in the Memory Allocation chapter.
Return Codes
Success
• VK_SUCCESS
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
• Each pNext member of any structure (including this one) in the pNext chain must be either
NULL or a pointer to a valid instance of VkExportSemaphoreCreateInfo or
VkSemaphoreTypeCreateInfo
• The sType value of each struct in the pNext chain must be unique
• flags must be 0
// Provided by VK_VERSION_1_0
typedef VkFlags VkSemaphoreCreateFlags;
VkSemaphoreCreateFlags is a bitmask type for setting a mask, but is currently reserved for future use.
// Provided by VK_VERSION_1_2
typedef struct VkSemaphoreTypeCreateInfo {
VkStructureType sType;
const void* pNext;
VkSemaphoreType semaphoreType;
uint64_t initialValue;
} VkSemaphoreTypeCreateInfo;
Valid Usage
// Provided by VK_VERSION_1_2
typedef enum VkSemaphoreType {
VK_SEMAPHORE_TYPE_BINARY = 0,
VK_SEMAPHORE_TYPE_TIMELINE = 1,
} VkSemaphoreType;
// Provided by VK_VERSION_1_1
typedef struct VkExportSemaphoreCreateInfo {
VkStructureType sType;
const void* pNext;
VkExternalSemaphoreHandleTypeFlags handleTypes;
} VkExportSemaphoreCreateInfo;
Valid Usage
// Provided by VK_VERSION_1_0
void vkDestroySemaphore(
VkDevice device,
VkSemaphore semaphore,
const VkAllocationCallbacks* pAllocator);
• pAllocator controls host memory allocation as described in the Memory Allocation chapter.
Valid Usage
• All submitted batches that refer to semaphore must have completed execution
• If semaphore is a valid handle, it must have been created, allocated, or retrieved from
device
Host Synchronization
When a batch is submitted to a queue via a queue submission, and it includes semaphores to be
signaled, it defines a memory dependency on the batch, and defines semaphore signal operations
which set the semaphores to the signaled state.
The first synchronization scope includes every command submitted in the same batch. Semaphore
signal operations that are defined by vkQueueSubmit additionally include all commands that occur
earlier in submission order. Semaphore signal operations that are defined by vkQueueSubmit or
vkQueueBindSparse additionally include in the first synchronization scope any semaphore and
fence signal operations that occur earlier in signal operation order.
The second synchronization scope includes only the semaphore signal operation.
The first access scope includes all memory access performed by the device.
When a batch is submitted to a queue via a queue submission, and it includes semaphores to be
waited on, it defines a memory dependency between prior semaphore signal operations and the
batch, and defines semaphore wait operations.
Such semaphore wait operations set the semaphores created with a VkSemaphoreType of
VK_SEMAPHORE_TYPE_BINARY to the unsignaled state. In case of semaphores created with a
VkSemaphoreType of VK_SEMAPHORE_TYPE_TIMELINE a prior semaphore signal operation defines a
memory dependency with a semaphore wait operation if the value the semaphore is signaled with
is greater than or equal to the value the semaphore is waited with, thus the semaphore will
The first synchronization scope includes all semaphore signal operations that operate on
semaphores waited on in the same batch, and that happen-before the wait completes.
The second synchronization scope includes every command submitted in the same batch. In the
case of vkQueueSubmit, the second synchronization scope is limited to operations on the pipeline
stages determined by the destination stage mask specified by the corresponding element of
pWaitDstStageMask. Also, in the case of vkQueueSubmit, the second synchronization scope
additionally includes all commands that occur later in submission order.
The second access scope includes all memory access performed by the device.
The semaphore wait operation happens-after the first set of operations in the execution
dependency, and happens-before the second set of operations in the execution dependency.
Note
Unlike timeline semaphores, fences or events, the act of waiting for a binary
semaphore also unsignals that semaphore. Applications must ensure that between
two such wait operations, the semaphore is signaled again, with execution
dependencies used to ensure these occur in order. Binary semaphore waits and
signals should thus occur in discrete 1:1 pairs.
Before waiting on a semaphore, the application must ensure the semaphore is in a valid state for a
wait operation. Specifically, when a semaphore wait operation is submitted to a queue:
• A binary semaphore must be signaled, or have an associated semaphore signal operation that is
pending execution.
• Any semaphore signal operations on which the pending binary semaphore signal operation
depends must also be completed or pending execution.
• There must be no other queue waiting on the same binary semaphore when the operation
executes.
In addition to semaphore signal operations and semaphore wait operations submitted to device
queues, timeline semaphores support the following host operations:
• Query the current counter value of the semaphore using the vkGetSemaphoreCounterValue
command.
• Wait for a set of semaphores to reach particular counter values using the vkWaitSemaphores
command.
• Signal the semaphore with a particular counter value from the host using the
// Provided by VK_VERSION_1_2
VkResult vkGetSemaphoreCounterValue(
VkDevice device,
VkSemaphore semaphore,
uint64_t* pValue);
• pValue is a pointer to a 64-bit integer value in which the current counter value of the semaphore
is returned.
Note
Valid Usage
Return Codes
Success
• VK_SUCCESS
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
• VK_ERROR_DEVICE_LOST
// Provided by VK_VERSION_1_2
VkResult vkWaitSemaphores(
VkDevice device,
const VkSemaphoreWaitInfo* pWaitInfo,
uint64_t timeout);
• timeout is the timeout period in units of nanoseconds. timeout is adjusted to the closest value
allowed by the implementation-dependent timeout accuracy, which may be substantially longer
than one nanosecond, and may be longer than the requested period.
If timeout is zero, then vkWaitSemaphores does not wait, but simply returns information about the
current state of the semaphore. VK_TIMEOUT will be returned in this case if the condition is not
satisfied, even though no actual wait was performed.
If the condition is satisfied before the timeout has expired, vkWaitSemaphores returns VK_SUCCESS.
Otherwise, vkWaitSemaphores returns VK_TIMEOUT after the timeout has expired.
If device loss occurs (see Lost Device) before the timeout has expired, vkWaitSemaphores must return
in finite time with either VK_SUCCESS or VK_ERROR_DEVICE_LOST.
Success
• VK_SUCCESS
• VK_TIMEOUT
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
• VK_ERROR_DEVICE_LOST
// Provided by VK_VERSION_1_2
typedef struct VkSemaphoreWaitInfo {
VkStructureType sType;
const void* pNext;
VkSemaphoreWaitFlags flags;
uint32_t semaphoreCount;
const VkSemaphore* pSemaphores;
const uint64_t* pValues;
} VkSemaphoreWaitInfo;
Valid Usage
• All of the elements of pSemaphores must reference a semaphore that was created with a
VkSemaphoreType of VK_SEMAPHORE_TYPE_TIMELINE
// Provided by VK_VERSION_1_2
typedef enum VkSemaphoreWaitFlagBits {
VK_SEMAPHORE_WAIT_ANY_BIT = 0x00000001,
} VkSemaphoreWaitFlagBits;
• VK_SEMAPHORE_WAIT_ANY_BIT specifies that the semaphore wait condition is that at least one of the
semaphores in VkSemaphoreWaitInfo::pSemaphores has reached the value specified by the
corresponding element of VkSemaphoreWaitInfo::pValues. If VK_SEMAPHORE_WAIT_ANY_BIT is not set,
the semaphore wait condition is that all of the semaphores in VkSemaphoreWaitInfo::pSemaphores
have reached the value specified by the corresponding element of VkSemaphoreWaitInfo::pValues.
// Provided by VK_VERSION_1_2
typedef VkFlags VkSemaphoreWaitFlags;
// Provided by VK_VERSION_1_2
VkResult vkSignalSemaphore(
VkDevice device,
const VkSemaphoreSignalInfo* pSignalInfo);
When vkSignalSemaphore is executed on the host, it defines and immediately executes a semaphore
The first synchronization scope is defined by the host execution model, but includes execution of
vkSignalSemaphore on the host and anything that happened-before it.
Return Codes
Success
• VK_SUCCESS
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
// Provided by VK_VERSION_1_2
typedef struct VkSemaphoreSignalInfo {
VkStructureType sType;
const void* pNext;
VkSemaphore semaphore;
uint64_t value;
} VkSemaphoreSignalInfo;
• value must be less than the value of any pending semaphore signal operations
• value must have a value which does not differ from the current value of the semaphore
or the value of any outstanding semaphore wait or signal operation on semaphore by more
than maxTimelineSemaphoreValueDifference
Applications can import a semaphore payload into an existing semaphore using an external
semaphore handle. The effects of the import operation will be either temporary or permanent, as
specified by the application. If the import is temporary, the implementation must restore the
semaphore to its prior permanent state after submitting the next semaphore wait operation.
Performing a subsequent temporary import on a semaphore before performing a semaphore wait
has no effect on this requirement; the next wait submitted on the semaphore must still restore its
last permanent state. A permanent payload import behaves as if the target semaphore was
destroyed, and a new semaphore was created with the same handle but the imported payload.
Because importing a semaphore payload temporarily or permanently detaches the existing payload
from a semaphore, similar usage restrictions to those applied to vkDestroySemaphore are applied to
any command that imports a semaphore payload. Which of these import types is used is referred to
as the import operation’s permanence. Each handle type supports either one or both types of
permanence.
The implementation must perform the import operation by either referencing or copying the
payload referred to by the specified external semaphore handle, depending on the handle’s type.
The import method used is referred to as the handle type’s transference. When using handle types
with reference transference, importing a payload to a semaphore adds the semaphore to the set of
all semaphores sharing that payload. This set includes the semaphore from which the payload was
exported. Semaphore signaling and waiting operations performed on any semaphore in the set
must behave as if the set were a single semaphore. Importing a payload using handle types with
copy transference creates a duplicate copy of the payload at the time of import, but makes no
further reference to it. Semaphore signaling and waiting operations performed on the target of
copy imports must not affect any other semaphore or payload.
Export operations have the same transference as the specified handle type’s import operations.
External synchronization allows implementations to modify an object’s internal state, i.e. payload,
without internal synchronization. However, for semaphores sharing a payload across processes,
satisfying the external synchronization requirements of VkSemaphore parameters as if all
semaphores in the set were the same object is sometimes infeasible. Satisfying the wait operation
state requirements would similarly require impractical coordination or levels of trust between
processes. Therefore, these constraints only apply to a specific semaphore handle, not to its
payload. For distinct semaphore objects which share a payload, if the semaphores are passed to
separate queue submission commands concurrently, behavior will be as if the commands were
called in an arbitrary sequential order. If the wait operation state requirements are violated for the
shared payload by a queue submission command, or if a signal operation is queued for a shared
payload that is already signaled or has a pending signal operation, effects must be limited to one or
more of the following:
• Losing the logical device on which the violation occurred immediately or at a future time,
resulting in a VK_ERROR_DEVICE_LOST error from subsequent commands, including the one
causing the violation.
Note
These rules allow processes to synchronize access to shared memory without
trusting each other. However, such processes must still be cautious not to use the
shared semaphore for more than synchronizing access to the shared memory. For
example, a process should not use a shared semaphore as part of an execution
dependency chain that, when complete, leads to objects being destroyed, if it does
not trust other processes sharing the semaphore payload.
When importing a semaphore payload, it is the responsibility of the application to ensure the
external handles meet all valid usage requirements. However, implementations must perform
sufficient validation of external handles to ensure that the operation results in a valid semaphore
which will not cause program termination, device loss, queue stalls, or corruption of other
resources when used as allowed according to its import parameters, and excepting those side
In addition, when importing a semaphore payload that is not compatible with the payload type
corresponding to the VkSemaphoreType the semaphore was created with, the implementation may
fail the semaphore payload import operation with the error code VK_ERROR_INVALID_EXTERNAL_HANDLE.
Note
As the introduction of the external semaphore handle type
VK_EXTERNAL_SEMAPHORE_HANDLE_TYPE_D3D12_FENCE_BIT predates that of timeline
6.5. Events
Events are a synchronization primitive that can be used to insert a fine-grained dependency
between commands submitted to the same queue, or between the host and a queue. Events must
not be used to insert a dependency between commands submitted to different queues. Events have
two states - signaled and unsignaled. An application can signal or unsignal an event either on the
host or on the device. A device can be made to wait for an event to become signaled before
executing further operations. No command exists to wait for an event to become signaled on the
host, but the current state of an event can be queried.
// Provided by VK_VERSION_1_0
VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkEvent)
// Provided by VK_VERSION_1_0
VkResult vkCreateEvent(
VkDevice device,
const VkEventCreateInfo* pCreateInfo,
const VkAllocationCallbacks* pAllocator,
VkEvent* pEvent);
• pAllocator controls host memory allocation as described in the Memory Allocation chapter.
Return Codes
Success
• VK_SUCCESS
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
// Provided by VK_VERSION_1_0
typedef struct VkEventCreateInfo {
VkStructureType sType;
const void* pNext;
VkEventCreateFlags flags;
} VkEventCreateInfo;
• flags must be 0
VkEventCreateFlags is a bitmask type for setting a mask, but is currently reserved for future use.
// Provided by VK_VERSION_1_0
void vkDestroyEvent(
VkDevice device,
VkEvent event,
const VkAllocationCallbacks* pAllocator);
• pAllocator controls host memory allocation as described in the Memory Allocation chapter.
Valid Usage
• All submitted commands that refer to event must have completed execution
• If event is a valid handle, it must have been created, allocated, or retrieved from device
Host Synchronization
Upon success, vkGetEventStatus returns the state of the event object with the following return codes:
Status Meaning
VK_EVENT_SET The event specified by event is
signaled.
VK_EVENT_RESET The event specified by event is
unsignaled.
The state of an event can be updated by the host. The state of the event is immediately changed,
and subsequent calls to vkGetEventStatus will return the new state. If an event is already in the
requested state, then updating it to the same state has no effect.
Return Codes
Success
• VK_EVENT_SET
• VK_EVENT_RESET
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
• VK_ERROR_DEVICE_LOST
When vkSetEvent is executed on the host, it defines an event signal operation which sets the event
to the signaled state.
If event is already in the signaled state when vkSetEvent is executed, then vkSetEvent has no effect,
and no event signal operation occurs.
Host Synchronization
Return Codes
Success
• VK_SUCCESS
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
// Provided by VK_VERSION_1_0
VkResult vkResetEvent(
VkDevice device,
VkEvent event);
When vkResetEvent is executed on the host, it defines an event unsignal operation which resets the
event to the unsignaled state.
If event is already in the unsignaled state when vkResetEvent is executed, then vkResetEvent has no
effect, and no event unsignal operation occurs.
Valid Usage
Host Synchronization
Return Codes
Success
• VK_SUCCESS
Failure
• VK_ERROR_OUT_OF_DEVICE_MEMORY
The state of an event can also be updated on the device by commands inserted in command
buffers.
// Provided by VK_VERSION_1_0
void vkCmdSetEvent(
VkCommandBuffer commandBuffer,
VkEvent event,
VkPipelineStageFlags stageMask);
• stageMask specifies the source stage mask used to determine the first synchronization scope.
The first synchronization scope includes all commands that occur earlier in submission order. The
synchronization scope is limited to operations on the pipeline stages determined by the source
stage mask specified by stageMask.
The second synchronization scope includes only the event signal operation.
If event is already in the signaled state when vkCmdSetEvent is executed on the device, then
vkCmdSetEvent has no effect, no event signal operation occurs, and no execution dependency is
generated.
Valid Usage
• If the geometry shaders feature is not enabled, stageMask must not contain
VK_PIPELINE_STAGE_GEOMETRY_SHADER_BIT
• If the tessellation shaders feature is not enabled, stageMask must not contain
VK_PIPELINE_STAGE_TESSELLATION_CONTROL_SHADER_BIT or
VK_PIPELINE_STAGE_TESSELLATION_EVALUATION_SHADER_BIT
• Any pipeline stage included in stageMask must be supported by the capabilities of the
queue family specified by the queueFamilyIndex member of the
VkCommandPoolCreateInfo structure that was used to create the VkCommandPool that
commandBuffer was allocated from, as specified in the table of supported pipeline stages
• commandBuffer’s current device mask must include exactly one physical device
• The VkCommandPool that commandBuffer was allocated from must support graphics, or
compute operations
• Both of commandBuffer, and event must have been created, allocated, or retrieved from the
same VkDevice
Host Synchronization
• Host access to the VkCommandPool that commandBuffer was allocated from must be externally
synchronized
Command Properties
// Provided by VK_VERSION_1_0
void vkCmdResetEvent(
VkCommandBuffer commandBuffer,
VkEvent event,
VkPipelineStageFlags stageMask);
The first synchronization scope includes all commands that occur earlier in submission order. The
synchronization scope is limited to operations on the pipeline stages determined by the source
stage mask specified by stageMask.
The second synchronization scope includes only the event unsignal operation.
If event is already in the unsignaled state when vkCmdResetEvent is executed on the device, then
vkCmdResetEvent has no effect, no event unsignal operation occurs, and no execution dependency
is generated.
Valid Usage
• If the geometry shaders feature is not enabled, stageMask must not contain
VK_PIPELINE_STAGE_GEOMETRY_SHADER_BIT
• If the tessellation shaders feature is not enabled, stageMask must not contain
VK_PIPELINE_STAGE_TESSELLATION_CONTROL_SHADER_BIT or
VK_PIPELINE_STAGE_TESSELLATION_EVALUATION_SHADER_BIT
• Any pipeline stage included in stageMask must be supported by the capabilities of the
queue family specified by the queueFamilyIndex member of the
VkCommandPoolCreateInfo structure that was used to create the VkCommandPool that
commandBuffer was allocated from, as specified in the table of supported pipeline stages
• commandBuffer’s current device mask must include exactly one physical device
• The VkCommandPool that commandBuffer was allocated from must support graphics, or
compute operations
• Both of commandBuffer, and event must have been created, allocated, or retrieved from the
same VkDevice
• Host access to the VkCommandPool that commandBuffer was allocated from must be externally
synchronized
Command Properties
To wait for one or more events to enter the signaled state on a device, call:
// Provided by VK_VERSION_1_0
void vkCmdWaitEvents(
VkCommandBuffer commandBuffer,
uint32_t eventCount,
const VkEvent* pEvents,
VkPipelineStageFlags srcStageMask,
VkPipelineStageFlags dstStageMask,
uint32_t memoryBarrierCount,
const VkMemoryBarrier* pMemoryBarriers,
uint32_t bufferMemoryBarrierCount,
const VkBufferMemoryBarrier* pBufferMemoryBarriers,
uint32_t imageMemoryBarrierCount,
const VkImageMemoryBarrier* pImageMemoryBarriers);
The first synchronization scope only includes event signal operations that operate on members of
pEvents, and the operations that happened-before the event signal operations. Event signal
operations performed by vkCmdSetEvent that occur earlier in submission order are included in the
first synchronization scope, if the logically latest pipeline stage in their stageMask parameter is
logically earlier than or equal to the logically latest pipeline stage in srcStageMask. Event signal
operations performed by vkSetEvent are only included in the first synchronization scope if
VK_PIPELINE_STAGE_HOST_BIT is included in srcStageMask.
The second synchronization scope includes all commands that occur later in submission order. The
second synchronization scope is limited to operations on the pipeline stages determined by the
destination stage mask specified by dstStageMask.
The first access scope is limited to access in the pipeline stages determined by the source stage
mask specified by srcStageMask. Within that, the first access scope only includes the first access
scopes defined by elements of the pMemoryBarriers, pBufferMemoryBarriers and pImageMemoryBarriers
arrays, which each define a set of memory barriers. If no memory barriers are specified, then the
first access scope includes no accesses.
The second access scope is limited to access in the pipeline stages determined by the destination
stage mask specified by dstStageMask. Within that, the second access scope only includes the second
access scopes defined by elements of the pMemoryBarriers, pBufferMemoryBarriers and
pImageMemoryBarriers arrays, which each define a set of memory barriers. If no memory barriers
are specified, then the second access scope includes no accesses.
Note
vkCmdWaitEvents is used with vkCmdSetEvent to define a memory dependency
between two sets of action commands, roughly in the same way as pipeline
barriers, but split into two commands such that work between the two may
execute unhindered.
Note
Applications should be careful to avoid race conditions when using events. There
is no direct ordering guarantee between a vkCmdResetEvent command and a
vkCmdWaitEvents command submitted after it, so some other execution
dependency must be included between these commands (e.g. a semaphore).
• If the geometry shaders feature is not enabled, srcStageMask must not contain
VK_PIPELINE_STAGE_GEOMETRY_SHADER_BIT
• If the tessellation shaders feature is not enabled, srcStageMask must not contain
VK_PIPELINE_STAGE_TESSELLATION_CONTROL_SHADER_BIT or
VK_PIPELINE_STAGE_TESSELLATION_EVALUATION_SHADER_BIT
• Any pipeline stage included in srcStageMask must be supported by the capabilities of the
queue family specified by the queueFamilyIndex member of the
VkCommandPoolCreateInfo structure that was used to create the VkCommandPool that
commandBuffer was allocated from, as specified in the table of supported pipeline stages
• If the geometry shaders feature is not enabled, dstStageMask must not contain
VK_PIPELINE_STAGE_GEOMETRY_SHADER_BIT
• If the tessellation shaders feature is not enabled, dstStageMask must not contain
VK_PIPELINE_STAGE_TESSELLATION_CONTROL_SHADER_BIT or
VK_PIPELINE_STAGE_TESSELLATION_EVALUATION_SHADER_BIT
• Any pipeline stage included in dstStageMask must be supported by the capabilities of the
queue family specified by the queueFamilyIndex member of the
VkCommandPoolCreateInfo structure that was used to create the VkCommandPool that
commandBuffer was allocated from, as specified in the table of supported pipeline stages
• The srcAccessMask member of each element of pMemoryBarriers must only include access
flags that are supported by one or more of the pipeline stages in srcStageMask, as specified
in the table of supported access types
• The dstAccessMask member of each element of pMemoryBarriers must only include access
flags that are supported by one or more of the pipeline stages in dstStageMask, as specified
in the table of supported access types
• srcStageMask must be the bitwise OR of the stageMask parameter used in previous calls to
vkCmdSetEvent with any of the members of pEvents and VK_PIPELINE_STAGE_HOST_BIT if any
of the members of pEvents was set using vkSetEvent
• If pEvents includes one or more events that will be signaled by vkSetEvent after
commandBuffer has been submitted to a queue, then vkCmdWaitEvents must not be called
inside a render pass instance
• commandBuffer’s current device mask must include exactly one physical device
• The VkCommandPool that commandBuffer was allocated from must support graphics, or
compute operations
• Both of commandBuffer, and the elements of pEvents must have been created, allocated, or
retrieved from the same VkDevice
• Host access to the VkCommandPool that commandBuffer was allocated from must be externally
synchronized
Command Properties
// Provided by VK_VERSION_1_0
void vkCmdPipelineBarrier(
VkCommandBuffer commandBuffer,
VkPipelineStageFlags srcStageMask,
VkPipelineStageFlags dstStageMask,
VkDependencyFlags dependencyFlags,
uint32_t memoryBarrierCount,
const VkMemoryBarrier* pMemoryBarriers,
uint32_t bufferMemoryBarrierCount,
const VkBufferMemoryBarrier* pBufferMemoryBarriers,
uint32_t imageMemoryBarrierCount,
const VkImageMemoryBarrier* pImageMemoryBarriers);
If vkCmdPipelineBarrier was recorded outside a render pass instance, the first synchronization
scope includes all commands that occur earlier in submission order. If vkCmdPipelineBarrier was
recorded inside a render pass instance, the first synchronization scope includes only commands
that occur earlier in submission order within the same subpass. In either case, the first
synchronization scope is limited to operations on the pipeline stages determined by the source
stage mask specified by srcStageMask.
If vkCmdPipelineBarrier was recorded outside a render pass instance, the second synchronization
scope includes all commands that occur later in submission order. If vkCmdPipelineBarrier was
recorded inside a render pass instance, the second synchronization scope includes only commands
that occur later in submission order within the same subpass. In either case, the second
synchronization scope is limited to operations on the pipeline stages determined by the destination
stage mask specified by dstStageMask.
The first access scope is limited to access in the pipeline stages determined by the source stage
mask specified by srcStageMask. Within that, the first access scope only includes the first access
scopes defined by elements of the pMemoryBarriers, pBufferMemoryBarriers and pImageMemoryBarriers
arrays, which each define a set of memory barriers. If no memory barriers are specified, then the
first access scope includes no accesses.
The second access scope is limited to access in the pipeline stages determined by the destination
stage mask specified by dstStageMask. Within that, the second access scope only includes the second
access scopes defined by elements of the pMemoryBarriers, pBufferMemoryBarriers and
pImageMemoryBarriers arrays, which each define a set of memory barriers. If no memory barriers
are specified, then the second access scope includes no accesses.
• If the geometry shaders feature is not enabled, srcStageMask must not contain
VK_PIPELINE_STAGE_GEOMETRY_SHADER_BIT
• If the tessellation shaders feature is not enabled, srcStageMask must not contain
VK_PIPELINE_STAGE_TESSELLATION_CONTROL_SHADER_BIT or
VK_PIPELINE_STAGE_TESSELLATION_EVALUATION_SHADER_BIT
• Any pipeline stage included in srcStageMask must be supported by the capabilities of the
queue family specified by the queueFamilyIndex member of the
VkCommandPoolCreateInfo structure that was used to create the VkCommandPool that
commandBuffer was allocated from, as specified in the table of supported pipeline stages
• If the geometry shaders feature is not enabled, dstStageMask must not contain
VK_PIPELINE_STAGE_GEOMETRY_SHADER_BIT
• If the tessellation shaders feature is not enabled, dstStageMask must not contain
VK_PIPELINE_STAGE_TESSELLATION_CONTROL_SHADER_BIT or
VK_PIPELINE_STAGE_TESSELLATION_EVALUATION_SHADER_BIT
• Any pipeline stage included in dstStageMask must be supported by the capabilities of the
queue family specified by the queueFamilyIndex member of the
VkCommandPoolCreateInfo structure that was used to create the VkCommandPool that
commandBuffer was allocated from, as specified in the table of supported pipeline stages
• The srcAccessMask member of each element of pMemoryBarriers must only include access
flags that are supported by one or more of the pipeline stages in srcStageMask, as specified
in the table of supported access types
• The dstAccessMask member of each element of pMemoryBarriers must only include access
flags that are supported by one or more of the pipeline stages in dstStageMask, as specified
in the table of supported access types
• If vkCmdPipelineBarrier is called within a render pass instance, the render pass must have
been created with at least one VkSubpassDependency instance in VkRenderPassCreateInfo
::pDependencies that expresses a dependency from the current subpass to itself, with
synchronization scopes and access scopes that are all supersets of the scopes defined in
this command
• If vkCmdPipelineBarrier is called within a render pass instance, it must not include any
buffer memory barriers
• If vkCmdPipelineBarrier is called within a render pass instance, the image member of any
image memory barrier included in this command must be an attachment used in the
current subpass both as an input attachment, and as either a color or depth/stencil
attachment
• The VkCommandPool that commandBuffer was allocated from must support transfer, graphics,
or compute operations
Host Synchronization
• Host access to the VkCommandPool that commandBuffer was allocated from must be externally
synchronized
Command Properties
// Provided by VK_VERSION_1_0
typedef VkFlags VkDependencyFlags;
If vkCmdPipelineBarrier is called inside a render pass instance, the following restrictions apply. For a
given subpass to allow a pipeline barrier, the render pass must declare a self-dependency from that
subpass to itself. That is, there must exist a subpass dependency with srcSubpass and dstSubpass
both equal to that subpass index. More than one self-dependency can be declared for each subpass.
Self-dependencies must only include pipeline stage bits that are graphics stages. If any of the stages
in srcStages are framebuffer-space stages, dstStages must only contain framebuffer-space stages.
This means that pseudo-stages like VK_PIPELINE_STAGE_ALL_COMMANDS_BIT which include the execution
of both framebuffer-space stages and non-framebuffer-space stages must not be used.
If the source and destination stage masks both include framebuffer-space stages, then
dependencyFlags must include VK_DEPENDENCY_BY_REGION_BIT. If the subpass has more than one view,
then dependencyFlags must include VK_DEPENDENCY_VIEW_LOCAL_BIT.
Each of the synchronization scopes and access scopes of a vkCmdPipelineBarrier command inside a
render pass instance must be a subset of the scopes of one of the self-dependencies for the current
subpass.
Global memory barriers apply to memory accesses involving all memory objects that exist at the
time of its execution.
// Provided by VK_VERSION_1_0
typedef struct VkMemoryBarrier {
VkStructureType sType;
const void* pNext;
VkAccessFlags srcAccessMask;
VkAccessFlags dstAccessMask;
} VkMemoryBarrier;
The first access scope is limited to access types in the source access mask specified by srcAccessMask.
The second access scope is limited to access types in the destination access mask specified by
dstAccessMask.
Buffer memory barriers only apply to memory accesses involving a specific buffer range. That is, a
memory dependency formed from a buffer memory barrier is scoped to access via the specified
// Provided by VK_VERSION_1_0
typedef struct VkBufferMemoryBarrier {
VkStructureType sType;
const void* pNext;
VkAccessFlags srcAccessMask;
VkAccessFlags dstAccessMask;
uint32_t srcQueueFamilyIndex;
uint32_t dstQueueFamilyIndex;
VkBuffer buffer;
VkDeviceSize offset;
VkDeviceSize size;
} VkBufferMemoryBarrier;
• srcQueueFamilyIndex is the source queue family for a queue family ownership transfer.
• dstQueueFamilyIndex is the destination queue family for a queue family ownership transfer.
• buffer is a handle to the buffer whose backing memory is affected by the barrier.
• offset is an offset in bytes into the backing memory for buffer; this is relative to the base offset
as bound to the buffer (see vkBindBufferMemory).
• size is a size in bytes of the affected area of backing memory for buffer, or VK_WHOLE_SIZE to use
the range from offset to the end of the buffer.
The first access scope is limited to access to memory through the specified buffer range, via access
types in the source access mask specified by srcAccessMask. If srcAccessMask includes
VK_ACCESS_HOST_WRITE_BIT, memory writes performed by that access type are also made visible, as
that access type is not performed through a resource.
The second access scope is limited to access to memory through the specified buffer range, via
access types in the destination access mask specified by dstAccessMask. If dstAccessMask includes
VK_ACCESS_HOST_WRITE_BIT or VK_ACCESS_HOST_READ_BIT, available memory writes are also made
visible to accesses of those types, as those access types are not performed through a resource.
Valid Usage
• If size is not equal to VK_WHOLE_SIZE, size must be less than or equal to than the size of
buffer minus offset
Image memory barriers only apply to memory accesses involving a specific image subresource
range. That is, a memory dependency formed from an image memory barrier is scoped to access
via the specified image subresource range. Image memory barriers can also be used to define
image layout transitions or a queue family ownership transfer for the specified image subresource
range.
• srcQueueFamilyIndex is the source queue family for a queue family ownership transfer.
• dstQueueFamilyIndex is the destination queue family for a queue family ownership transfer.
• subresourceRange describes the image subresource range within image that is affected by this
barrier.
The first access scope is limited to access to memory through the specified image subresource
range, via access types in the source access mask specified by srcAccessMask. If srcAccessMask
includes VK_ACCESS_HOST_WRITE_BIT, memory writes performed by that access type are also made
visible, as that access type is not performed through a resource.
The second access scope is limited to access to memory through the specified image subresource
range, via access types in the destination access mask specified by dstAccessMask. If dstAccessMask
includes VK_ACCESS_HOST_WRITE_BIT or VK_ACCESS_HOST_READ_BIT, available memory writes are also
made visible to accesses of those types, as those access types are not performed through a resource.
If image has a multi-planar format and the image is disjoint, then including
VK_IMAGE_ASPECT_COLOR_BIT in the aspectMask member of subresourceRange is equivalent to including
VK_IMAGE_ASPECT_PLANE_0_BIT, VK_IMAGE_ASPECT_PLANE_1_BIT, and (for three-plane formats only)
VK_IMAGE_ASPECT_PLANE_2_BIT.
• If image has a single-plane color format or is not disjoint, then the aspectMask member of
subresourceRange must be VK_IMAGE_ASPECT_COLOR_BIT
• If image has a multi-planar format and the image is disjoint, then the aspectMask member
of subresourceRange must include either at least one of VK_IMAGE_ASPECT_PLANE_0_BIT,
VK_IMAGE_ASPECT_PLANE_1_BIT, and VK_IMAGE_ASPECT_PLANE_2_BIT; or must include
VK_IMAGE_ASPECT_COLOR_BIT
• If image has a multi-planar format with only two planes, then the aspectMask member of
subresourceRange must not include VK_IMAGE_ASPECT_PLANE_2_BIT
• If image has a depth/stencil format with both depth and stencil and the
separateDepthStencilLayouts feature is enabled, then the aspectMask member of
subresourceRange must include either or both VK_IMAGE_ASPECT_DEPTH_BIT and
VK_IMAGE_ASPECT_STENCIL_BIT
• If image has a depth/stencil format with both depth and stencil and the
separateDepthStencilLayouts feature is not enabled, then the aspectMask member of
subresourceRange must include both VK_IMAGE_ASPECT_DEPTH_BIT and
If an application does not need the contents of a resource to remain valid when
transferring from one queue family to another, then the ownership transfer
should be skipped.
An application must ensure that these operations occur in the correct order by defining an
execution dependency between them, e.g. using a semaphore.
Note
Whilst it is not invalid to provide destination or source access masks for memory
barriers used for release or acquire operations, respectively, they have no practical
effect. Access after a release operation has undefined results, and so visibility for
those accesses has no practical effect. Similarly, write access before an acquire
operation will produce undefined results for future access, so availability of those
writes has no practical use. In an earlier version of the specification, these were
required to match on both sides - but this was subsequently relaxed. These masks
should be set to 0.
If the transfer is via an image memory barrier, and an image layout transition is desired, then the
values of oldLayout and newLayout in the release operation's memory barrier must be equal to
values of oldLayout and newLayout in the acquire operation's memory barrier. Although the image
Queue family ownership transfers may perform read and write accesses on all memory bound to
the image subresource or buffer range, so applications must ensure that all memory writes have
been made available before a queue family ownership transfer is executed. Available memory is
automatically made visible to queue family release and acquire operations, and writes performed
by those operations are automatically made available.
Once a queue family has acquired ownership of a buffer range or image subresource range of a
VK_SHARING_MODE_EXCLUSIVE resource, its contents are undefined to other queue families unless
ownership is transferred. The contents of any portion of another resource which aliases memory
that is bound to the transferred buffer or image subresource range are undefined after a release or
acquire operation.
Note
Because events cannot be used directly for inter-queue synchronization, and
because vkCmdSetEvent does not have the queue family index or memory barrier
parameters needed by a release operation, the release and acquire operations of a
queue family ownership transfer can only be performed using
vkCmdPipelineBarrier.
// Provided by VK_VERSION_1_0
VkResult vkQueueWaitIdle(
VkQueue queue);
vkQueueWaitIdle is equivalent to submitting a fence to a queue and waiting with an infinite timeout
for that fence to signal.
Host Synchronization
- - Any -
Return Codes
Success
• VK_SUCCESS
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
• VK_ERROR_DEVICE_LOST
To wait on the host for the completion of outstanding queue operations for all queues on a given
logical device, call:
// Provided by VK_VERSION_1_0
VkResult vkDeviceWaitIdle(
VkDevice device);
Host Synchronization
• Host access to all VkQueue objects created from device must be externally synchronized
Success
• VK_SUCCESS
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
• VK_ERROR_DEVICE_LOST
The first synchronization scope is defined by the host execution model, but includes execution of
vkQueueSubmit on the host and anything that happened-before it.
The second synchronization scope includes all commands submitted in the same queue submission,
and all commands that occur later in submission order.
The first access scope includes all host writes to mappable device memory that are available to the
host memory domain.
The second access scope includes all memory access performed by the device.
A fence becomes signaled when all physical devices complete the necessary queue operations.
Semaphore wait and signal operations all include a device index that is the sole physical device that
performs the operation. These indices are provided in the VkDeviceGroupSubmitInfo and
VkDeviceGroupBindSparseInfo structures. Semaphores are not exclusively owned by any physical
device. For example, a semaphore can be signaled by one physical device and then waited on by a
different physical device.
An event can only be waited on by the same physical device that signaled it (or the host).
// Provided by VK_VERSION_1_0
VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkRenderPass)
An attachment description describes the properties of an attachment including its format, sample
count, and how its contents are treated at the beginning and end of each render pass instance.
A subpass represents a phase of rendering that reads and writes a subset of the attachments in a
render pass. Rendering commands are recorded into a particular subpass of a render pass instance.
A subpass description describes the subset of attachments that is involved in the execution of a
subpass. Each subpass can read from some attachments as input attachments, write to some as
color attachments or depth/stencil attachments, and perform multisample resolve operations to
resolve attachments. A subpass description can also include a set of preserve attachments, which are
attachments that are not read or written by the subpass but whose contents must be preserved
throughout the subpass.
The subpasses in a render pass all render to the same dimensions, and fragments for pixel
(x,y,layer) in one subpass can only read attachment contents written by previous subpasses at that
same (x,y,layer) location.
Note
By describing a complete set of subpasses in advance, render passes provide the
implementation an opportunity to optimize the storage and transfer of attachment
data between subpasses.
In practice, this means that subpasses with a simple framebuffer-space
dependency may be merged into a single tiled rendering pass, keeping the
attachment data on-chip for the duration of a render pass instance. However, it is
also quite common for a render pass to only contain a single subpass.
A subpass dependency chain is a sequence of subpass dependencies in a render pass, where the
source subpass of each subpass dependency (after the first) equals the destination subpass of the
previous dependency.
Execution of subpasses may overlap or execute out of order with regards to other subpasses, unless
otherwise enforced by an execution dependency. Each subpass only respects submission order for
commands recorded in the same subpass, and the vkCmdBeginRenderPass and
vkCmdEndRenderPass commands that delimit the render pass - commands within other subpasses
are not included. This affects most other implicit ordering guarantees.
A render pass describes the structure of subpasses and attachments independent of any specific
image views for the attachments. The specific image views that will be used for the attachments,
and their dimensions, are specified in VkFramebuffer objects. Framebuffers are created with respect
to a specific render pass that the framebuffer is compatible with (see Render Pass Compatibility).
Collectively, a render pass and a framebuffer define the complete render target state for one or
more subpasses as well as the algorithmic dependencies between the subpasses.
The various pipeline stages of the drawing commands for a given subpass may execute
concurrently and/or out of order, both within and across drawing commands, whilst still respecting
pipeline order. However for a given (x,y,layer,sample) sample location, certain per-sample
operations are performed in rasterization order.
// Provided by VK_VERSION_1_0
VkResult vkCreateRenderPass(
VkDevice device,
const VkRenderPassCreateInfo* pCreateInfo,
const VkAllocationCallbacks* pAllocator,
VkRenderPass* pRenderPass);
• pAllocator controls host memory allocation as described in the Memory Allocation chapter.
• pRenderPass is a pointer to a VkRenderPass handle in which the resulting render pass object is
returned.
Return Codes
Success
• VK_SUCCESS
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
// Provided by VK_VERSION_1_0
typedef struct VkRenderPassCreateInfo {
VkStructureType sType;
const void* pNext;
VkRenderPassCreateFlags flags;
uint32_t attachmentCount;
const VkAttachmentDescription* pAttachments;
uint32_t subpassCount;
const VkSubpassDescription* pSubpasses;
uint32_t dependencyCount;
const VkSubpassDependency* pDependencies;
} VkRenderPassCreateInfo;
Note
Care should be taken to avoid a data race here; if any subpasses access
attachments with overlapping memory locations, and one of those accesses is a
write, a subpass dependency needs to be included between them.
• For any element of pDependencies, if the srcSubpass is not VK_SUBPASS_EXTERNAL, all stage
flags included in the srcStageMask member of that dependency must be a pipeline stage
supported by the pipeline identified by the pipelineBindPoint member of the source
subpass
• For any element of pDependencies, if the dstSubpass is not VK_SUBPASS_EXTERNAL, all stage
flags included in the dstStageMask member of that dependency must be a pipeline stage
supported by the pipeline identified by the pipelineBindPoint member of the destination
subpass
• The srcSubpass member of each element of pDependencies must be less than subpassCount
• The dstSubpass member of each element of pDependencies must be less than subpassCount
• Each pNext member of any structure (including this one) in the pNext chain must be either
NULL or a pointer to a valid instance of VkRenderPassInputAttachmentAspectCreateInfo or
VkRenderPassMultiviewCreateInfo
• The sType value of each struct in the pNext chain must be unique
• flags must be 0
// Provided by VK_VERSION_1_0
typedef VkFlags VkRenderPassCreateFlags;
// Provided by VK_VERSION_1_1
typedef struct VkRenderPassMultiviewCreateInfo {
VkStructureType sType;
const void* pNext;
uint32_t subpassCount;
const uint32_t* pViewMasks;
uint32_t dependencyCount;
const int32_t* pViewOffsets;
uint32_t correlationMaskCount;
const uint32_t* pCorrelationMasks;
} VkRenderPassMultiviewCreateInfo;
• pViewMasks is a pointer to an array of subpassCount view masks, where each mask is a bitfield of
view indices describing which views rendering is broadcast to in each subpass, when multiview
is enabled. If subpassCount is zero, each view mask is treated as zero.
• pViewOffsets is a pointer to an array of dependencyCount view offsets, one for each dependency. If
dependencyCount is zero, each dependency’s view offset is treated as zero. Each view offset
controls which views in the source subpass the views in the destination subpass depend on.
When a subpass uses a non-zero view mask, multiview functionality is considered to be enabled.
Multiview is all-or-nothing for a render pass - that is, either all subpasses must have a non-zero
view mask (though some subpasses may have only one view) or all must be zero. Multiview causes
all drawing and clear commands in the subpass to behave as if they were broadcast to each view,
where a view is represented by one layer of the framebuffer attachments. All draws and clears are
broadcast to each view index whose bit is set in the view mask. The view index is provided in the
ViewIndex shader input variable, and color, depth/stencil, and input attachments all read/write the
layer of the framebuffer corresponding to the view index.
If the view mask is zero for all subpasses, multiview is considered to be disabled and all drawing
commands execute normally, without this additional broadcasting.
The elements of pCorrelationMasks are a set of masks of views indicating that views in the same
mask may exhibit spatial coherency between the views, making it more efficient to render them
concurrently. Correlation masks must not have a functional effect on the results of the multiview
rendering.
When multiview is enabled, at the beginning of each subpass all non-render pass state is undefined.
In particular, each time vkCmdBeginRenderPass or vkCmdNextSubpass is called the graphics
pipeline must be bound, any relevant descriptor sets or vertex/index buffers must be bound, and
any relevant dynamic state or push constants must be set before they are used.
Valid Usage
• Each view index must not be set in more than one element of pCorrelationMasks
• format is a VkFormat value specifying the format of the image view that will be used for the
attachment.
• loadOp is a VkAttachmentLoadOp value specifying how the contents of color and depth
components of the attachment are treated at the beginning of the subpass where it is first used.
• storeOp is a VkAttachmentStoreOp value specifying how the contents of color and depth
components of the attachment are treated at the end of the subpass where it is last used.
• initialLayout is the layout the attachment image subresource will be in when a render pass
instance begins.
• finalLayout is the layout the attachment image subresource will be transitioned to when a
render pass instance ends.
If the attachment uses a color format, then loadOp and storeOp are used, and stencilLoadOp and
stencilStoreOp are ignored. If the format has depth and/or stencil components, loadOp and storeOp
apply only to the depth data, while stencilLoadOp and stencilStoreOp define how the stencil data is
handled. loadOp and stencilLoadOp define the load operations that execute as part of the first
subpass that uses the attachment. storeOp and stencilStoreOp define the store operations that
execute as part of the last subpass that uses the attachment.
The load operation for each sample in an attachment happens-before any recorded command
which accesses the sample in the first subpass where the attachment is used. Load operations for
attachments with a depth/stencil format execute in the VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT
pipeline stage. Load operations for attachments with a color format execute in the
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT pipeline stage.
The store operation for each sample in an attachment happens-after any recorded command which
If an attachment is not used by any subpass, then loadOp, storeOp, stencilStoreOp, and stencilLoadOp
are ignored, and the attachment’s memory contents will not be modified by execution of a render
pass instance.
The load and store operations apply on the first and last use of each view in the render pass,
respectively. If a view index of an attachment is not included in the view mask in any subpass that
uses it, then the load and store operations are ignored, and the attachment’s memory contents will
not be modified by execution of a render pass instance.
During a render pass instance, input/color attachments with color formats that have a component
size of 8, 16, or 32 bits must be represented in the attachment’s format throughout the instance.
Attachments with other floating- or fixed-point color formats, or with depth components may be
represented in a format with a precision higher than the attachment format, but must be
represented with the same range. When such a component is loaded via the loadOp, it will be
converted into an implementation-dependent format used by the render pass. Such components
must be converted from the render pass format, to the format of the attachment, before they are
resolved or stored at the end of a render pass instance via storeOp. Conversions occur as described
in Numeric Representation and Computation and Fixed-Point Data Conversions.
If a render pass uses multiple attachments that alias the same device memory, those attachments
must each include the VK_ATTACHMENT_DESCRIPTION_MAY_ALIAS_BIT bit in their attachment description
flags. Attachments aliasing the same memory occurs in multiple ways:
• Multiple attachments being assigned the same image view as part of framebuffer creation.
• Attachments using distinct image views that correspond to the same image subresource of an
image.
• Attachments using views of distinct image subresources which are bound to overlapping
memory ranges.
Note
Render passes must include subpass dependencies (either directly or via a subpass
dependency chain) between any two subpasses that operate on the same
If a set of attachments alias each other, then all except the first to be used in the render pass must
use an initialLayout of VK_IMAGE_LAYOUT_UNDEFINED, since the earlier uses of the other aliases make
their contents undefined. Once an alias has been used and a different alias has been used after it,
the first alias must not be used in any later subpasses. However, an application can assign the same
image view to multiple aliasing attachment indices, which allows that image view to be used
multiple times even if other aliases are used in between.
Note
Once an attachment needs the VK_ATTACHMENT_DESCRIPTION_MAY_ALIAS_BIT bit, there
should be no additional cost of introducing additional aliases, and using these
additional aliases may allow more efficient clearing of the attachments on
multiple uses via VK_ATTACHMENT_LOAD_OP_CLEAR.
// Provided by VK_VERSION_1_0
typedef enum VkAttachmentDescriptionFlagBits {
VK_ATTACHMENT_DESCRIPTION_MAY_ALIAS_BIT = 0x00000001,
} VkAttachmentDescriptionFlagBits;
// Provided by VK_VERSION_1_0
typedef VkFlags VkAttachmentDescriptionFlags;
• VK_ATTACHMENT_LOAD_OP_LOAD specifies that the previous contents of the image within the render
area will be preserved. For attachments with a depth/stencil format, this uses the access type
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT. For attachments with a color format, this uses the
access type VK_ACCESS_COLOR_ATTACHMENT_READ_BIT.
• VK_ATTACHMENT_LOAD_OP_CLEAR specifies that the contents within the render area will be cleared to
a uniform value, which is specified when a render pass instance is begun. For attachments with
a depth/stencil format, this uses the access type VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT.
For attachments with a color format, this uses the access type
VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT.
• VK_ATTACHMENT_LOAD_OP_DONT_CARE specifies that the previous contents within the area need not
be preserved; the contents of the attachment will be undefined inside the render area. For
attachments with a depth/stencil format, this uses the access type
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT. For attachments with a color format, this uses
the access type VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT.
// Provided by VK_VERSION_1_0
typedef enum VkAttachmentStoreOp {
VK_ATTACHMENT_STORE_OP_STORE = 0,
VK_ATTACHMENT_STORE_OP_DONT_CARE = 1,
} VkAttachmentStoreOp;
• VK_ATTACHMENT_STORE_OP_STORE specifies the contents generated during the render pass and
within the render area are written to memory. For attachments with a depth/stencil format, this
uses the access type VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT. For attachments with a
color format, this uses the access type VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT.
• VK_ATTACHMENT_STORE_OP_DONT_CARE specifies the contents within the render area are not needed
after rendering, and may be discarded; the contents of the attachment will be undefined inside
the render area. For attachments with a depth/stencil format, this uses the access type
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT. For attachments with a color format, this uses
the access type VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT.
Note
// Provided by VK_VERSION_1_1
typedef struct VkRenderPassInputAttachmentAspectCreateInfo {
VkStructureType sType;
const void* pNext;
uint32_t aspectReferenceCount;
const VkInputAttachmentAspectReference* pAspectReferences;
} VkRenderPassInputAttachmentAspectCreateInfo;
An application can access any aspect of an input attachment that does not have a specified aspect
mask in the pAspectReferences array. Otherwise, an application must not access aspect(s) of an
input attachment other than those in its specified aspect mask.
pCreateInfo->pSubpasses[subpass].pInputAttachments[inputAttachmentIndex]
// Provided by VK_VERSION_1_1
typedef struct VkInputAttachmentAspectReference {
uint32_t subpass;
uint32_t inputAttachmentIndex;
VkImageAspectFlags aspectMask;
} VkInputAttachmentAspectReference;
• aspectMask is a mask of which aspect(s) can be accessed within the specified subpass.
Valid Usage
// Provided by VK_VERSION_1_0
typedef struct VkSubpassDescription {
VkSubpassDescriptionFlags flags;
VkPipelineBindPoint pipelineBindPoint;
uint32_t inputAttachmentCount;
const VkAttachmentReference* pInputAttachments;
uint32_t colorAttachmentCount;
const VkAttachmentReference* pColorAttachments;
const VkAttachmentReference* pResolveAttachments;
const VkAttachmentReference* pDepthStencilAttachment;
uint32_t preserveAttachmentCount;
const uint32_t* pPreserveAttachments;
} VkSubpassDescription;
• pipelineBindPoint is a VkPipelineBindPoint value specifying the pipeline type supported for this
subpass.
Each element of the pColorAttachments array corresponds to an output location in the shader, i.e. if
the shader declares an output variable decorated with a Location value of X, then it uses the
attachment provided in pColorAttachments[X]. If the attachment member of any element of
pColorAttachments is VK_ATTACHMENT_UNUSED, writes to the corresponding location by a fragment are
discarded.
If pResolveAttachments is not NULL, each of its elements corresponds to a color attachment (the
element in pColorAttachments at the same index), and a multisample resolve operation is defined for
each attachment. At the end of each subpass, multisample resolve operations read the subpass’s
color attachments, and resolve the samples for each pixel within the render area to the same pixel
location in the corresponding resolve attachments, unless the resolve attachment index is
VK_ATTACHMENT_UNUSED.
The contents of an attachment within the render area become undefined at the start of a subpass S
if all of the following conditions are true:
• The attachment is used as a color, depth/stencil, or resolve attachment in any subpass in the
• There is a subpass S1 that uses or preserves the attachment, and a subpass dependency from S1
to S.
Once the contents of an attachment become undefined in subpass S, they remain undefined for
subpasses in subpass dependency chains starting with subpass S until they are written again.
However, they remain valid for subpasses in other subpass dependency chains starting with
subpass S1 if those subpasses use or preserve the attachment.
• If the first use of an attachment in this render pass is as an input attachment, and the
attachment is not also used as a color or depth/stencil attachment in the same subpass,
then loadOp must not be VK_ATTACHMENT_LOAD_OP_CLEAR
• All attachments in pColorAttachments that are not VK_ATTACHMENT_UNUSED must have the
same sample count
• All attachments in pInputAttachments that are not VK_ATTACHMENT_UNUSED must have image
formats whose potential format features contain at least
VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT or
VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT
• All attachments in pColorAttachments that are not VK_ATTACHMENT_UNUSED must have image
formats whose potential format features contain VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT
• If any attachment is used by more than one VkAttachmentReference member, then each
use must use the same layout
• flags must be 0
Bits which can be set in VkSubpassDescription::flags, specifying usage of the subpass, are:
// Provided by VK_VERSION_1_0
typedef enum VkSubpassDescriptionFlagBits {
} VkSubpassDescriptionFlagBits;
Note
All bits for this type are defined by extensions, and none of those extensions are
enabled in this build of the specification.
// Provided by VK_VERSION_1_0
typedef VkFlags VkSubpassDescriptionFlags;
// Provided by VK_VERSION_1_0
typedef struct VkAttachmentReference {
uint32_t attachment;
VkImageLayout layout;
} VkAttachmentReference;
• layout is a VkImageLayout value specifying the layout the attachment uses during the subpass.
Valid Usage
// Provided by VK_VERSION_1_0
typedef struct VkSubpassDependency {
uint32_t srcSubpass;
uint32_t dstSubpass;
VkPipelineStageFlags srcStageMask;
VkPipelineStageFlags dstStageMask;
VkAccessFlags srcAccessMask;
VkAccessFlags dstAccessMask;
VkDependencyFlags dependencyFlags;
} VkSubpassDependency;
• srcSubpass is the subpass index of the first subpass in the dependency, or VK_SUBPASS_EXTERNAL.
The first access scope is limited to access in the pipeline stages determined by the source stage
mask specified by srcStageMask. It is also limited to access types in the source access mask specified
by srcAccessMask.
The second access scope is limited to access in the pipeline stages determined by the destination
stage mask specified by dstStageMask. It is also limited to access types in the destination access mask
specified by dstAccessMask.
The availability and visibility operations defined by a subpass dependency affect the execution of
image layout transitions within the render pass.
Note
For non-attachment resources, the memory dependency expressed by subpass
dependency is nearly identical to that of a VkMemoryBarrier (with matching
srcAccessMask and dstAccessMask parameters) submitted as a part of a
vkCmdPipelineBarrier (with matching srcStageMask and dstStageMask parameters).
The only difference being that its scopes are limited to the identified subpasses
rather than potentially affecting everything before and after.
• If the geometry shaders feature is not enabled, srcStageMask must not contain
VK_PIPELINE_STAGE_GEOMETRY_SHADER_BIT
• If the geometry shaders feature is not enabled, dstStageMask must not contain
VK_PIPELINE_STAGE_GEOMETRY_SHADER_BIT
• If the tessellation shaders feature is not enabled, srcStageMask must not contain
VK_PIPELINE_STAGE_TESSELLATION_CONTROL_SHADER_BIT or
VK_PIPELINE_STAGE_TESSELLATION_EVALUATION_SHADER_BIT
• If the tessellation shaders feature is not enabled, dstStageMask must not contain
VK_PIPELINE_STAGE_TESSELLATION_CONTROL_SHADER_BIT or
VK_PIPELINE_STAGE_TESSELLATION_EVALUATION_SHADER_BIT
• srcSubpass must be less than or equal to dstSubpass, unless one of them is
VK_SUBPASS_EXTERNAL, to avoid cyclic dependencies and ensure a valid execution order
• If srcSubpass is equal to dstSubpass and not all of the stages in srcStageMask and
dstStageMask are framebuffer-space stages, the logically latest pipeline stage in
srcStageMask must be logically earlier than or equal to the logically earliest pipeline stage
in dstStageMask
• Any access flag included in srcAccessMask must be supported by one of the pipeline stages
in srcStageMask, as specified in the table of supported access types
• Any access flag included in dstAccessMask must be supported by one of the pipeline stages
in dstStageMask, as specified in the table of supported access types
When multiview is enabled, the execution of the multiple views of one subpass may not occur
simultaneously or even back-to-back, and rather may be interleaved with the execution of other
subpasses. The load and store operations apply to attachments on a per-view basis. For example, an
attachment using VK_ATTACHMENT_LOAD_OP_CLEAR will have each view cleared on first use, but the first
use of one view may be temporally distant from the first use of another view.
Note
A good mental model for multiview is to think of a multiview subpass as if it were
a collection of individual (per-view) subpasses that are logically grouped together
and described as a single multiview subpass in the API. Similarly, a multiview
attachment can be thought of like several individual attachments that happen to
be layers in a single image. A view-local dependency between two multiview
If there is no subpass dependency from VK_SUBPASS_EXTERNAL to the first subpass that uses an
attachment, then an implicit subpass dependency exists from VK_SUBPASS_EXTERNAL to the first
subpass it is used in. The implicit subpass dependency only exists if there exists an automatic layout
transition away from initialLayout. The subpass dependency operates as if defined with the
following parameters:
Similarly, if there is no subpass dependency from the last subpass that uses an attachment to
VK_SUBPASS_EXTERNAL, then an implicit subpass dependency exists from the last subpass it is used in
to VK_SUBPASS_EXTERNAL. The implicit subpass dependency only exists if there exists an automatic
layout transition into finalLayout. The subpass dependency operates as if defined with the
following parameters:
VkSubpassDependency implicitDependency = {
.srcSubpass = lastSubpass; // Last subpass attachment is used in
.dstSubpass = VK_SUBPASS_EXTERNAL;
.srcStageMask = VK_PIPELINE_STAGE_ALL_COMMANDS_BIT;
.dstStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
.srcAccessMask = VK_ACCESS_INPUT_ATTACHMENT_READ_BIT |
VK_ACCESS_COLOR_ATTACHMENT_READ_BIT |
VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT |
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
.dstAccessMask = 0;
.dependencyFlags = 0;
};
As subpasses may overlap or execute out of order with regards to other subpasses unless a subpass
dependency chain describes otherwise, the layout transitions required between subpasses cannot
be known to an application. Instead, an application provides the layout that each attachment must
be in at the start and end of a render pass, and the layout it must be in during each subpass it is
used in. The implementation then must execute layout transitions between subpasses in order to
guarantee that the images are in the layouts required by each subpass, and in the final layout at the
end of the render pass.
Automatic layout transitions apply to the entire image subresource attached to the framebuffer. If
the attachment view is a 2D or 2D array view of a 3D image, even if the attachment view only refers
to a subset of the slices of the selected mip level of the 3D image, automatic layout transitions apply
to the entire subresource referenced which is the entire mip level in this case.
Automatic layout transitions away from the layout used in a subpass happen-after the availability
Automatic layout transitions into the layout used in a subpass happen-before the visibility
operations for all dependencies with that subpass as the dstSubpass.
Automatic layout transitions away from initialLayout happens-after the availability operations for
all dependencies with a srcSubpass equal to VK_SUBPASS_EXTERNAL, where dstSubpass uses the
attachment that will be transitioned. For attachments created with
VK_ATTACHMENT_DESCRIPTION_MAY_ALIAS_BIT, automatic layout transitions away from initialLayout
happen-after the availability operations for all dependencies with a srcSubpass equal to
VK_SUBPASS_EXTERNAL, where dstSubpass uses any aliased attachment.
Automatic layout transitions into finalLayout happens-before the visibility operations for all
dependencies with a dstSubpass equal to VK_SUBPASS_EXTERNAL, where srcSubpass uses the attachment
that will be transitioned. For attachments created with VK_ATTACHMENT_DESCRIPTION_MAY_ALIAS_BIT,
automatic layout transitions into finalLayout happen-before the visibility operations for all
dependencies with a dstSubpass equal to VK_SUBPASS_EXTERNAL, where srcSubpass uses any aliased
attachment.
If two subpasses use the same attachment, and both subpasses use the attachment in a read-only
layout, no subpass dependency needs to be specified between those subpasses. If an
implementation treats those layouts separately, it must insert an implicit subpass dependency
between those subpasses to separate the uses in each layout. The subpass dependency operates as if
defined with the following parameters:
VkSubpassDependency implicitDependency = {
.srcSubpass = firstSubpass;
.dstSubpass = secondSubpass;
.srcStageMask = inputAttachmentStages | depthStencilAttachmentStages;
.dstStageMask = inputAttachmentStages | depthStencilAttachmentStages;
.srcAccessMask = inputAttachmentAccess | depthStencilAttachmentAccess;
.dstAccessMask = inputAttachmentAccess | depthStencilAttachmentAccess;
.dependencyFlags = 0;
};
If a subpass uses the same attachment as both an input attachment and either a color attachment
or a depth/stencil attachment, writes via the color or depth/stencil attachment are not automatically
made visible to reads via the input attachment, causing a feedback loop, except in any of the
• If the color components or depth/stencil components read by the input attachment are mutually
exclusive with the components written by the color or depth/stencil attachments, then there is
no feedback loop. This requires the graphics pipelines used by the subpass to disable writes to
color components that are read as inputs via the colorWriteMask, and to disable writes to
depth/stencil components that are read as inputs via depthWriteEnable or stencilTestEnable.
• If the attachment is used as an input attachment and depth/stencil attachment only, and the
depth/stencil attachment is not written to.
• If a memory dependency is inserted between when the attachment is written and when it is
subsequently read by later fragments. Pipeline barriers expressing a subpass self-dependency
are the only way to achieve this, and one must be inserted every time a fragment will read
values at a particular sample (x, y, layer, sample) coordinate, if those values have been written
since the most recent pipeline barrier; or the since start of the subpass if there have been no
pipeline barriers since the start of the subpass.
An attachment used as both an input attachment and a color attachment must be in the
VK_IMAGE_LAYOUT_GENERAL layout. An attachment used as an input attachment and depth/stencil
attachment must be in the VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_STENCIL_ATTACHMENT_OPTIMAL,
VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_STENCIL_READ_ONLY_OPTIMAL,
VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL, or VK_IMAGE_LAYOUT_GENERAL layout. An
attachment must not be used as both a depth/stencil attachment and a color attachment.
// Provided by VK_VERSION_1_2
VkResult vkCreateRenderPass2(
VkDevice device,
const VkRenderPassCreateInfo2* pCreateInfo,
const VkAllocationCallbacks* pAllocator,
VkRenderPass* pRenderPass);
• pAllocator controls host memory allocation as described in the Memory Allocation chapter.
• pRenderPass is a pointer to a VkRenderPass handle in which the resulting render pass object is
returned.
Return Codes
Success
• VK_SUCCESS
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
// Provided by VK_VERSION_1_2
typedef struct VkRenderPassCreateInfo2 {
VkStructureType sType;
const void* pNext;
VkRenderPassCreateFlags flags;
uint32_t attachmentCount;
const VkAttachmentDescription2* pAttachments;
uint32_t subpassCount;
const VkSubpassDescription2* pSubpasses;
uint32_t dependencyCount;
const VkSubpassDependency2* pDependencies;
uint32_t correlatedViewMaskCount;
const uint32_t* pCorrelatedViewMasks;
} VkRenderPassCreateInfo2;
• pCorrelatedViewMasks is a pointer to an array of view masks indicating sets of views that may be
more efficient to render concurrently.
Parameters defined by this structure with the same name as those in VkRenderPassCreateInfo have
the identical effect to those parameters; the child structures are variants of those used in
VkRenderPassCreateInfo which add sType and pNext parameters, allowing them to be extended.
• If any two subpasses operate on attachments with overlapping ranges of the same
VkDeviceMemory object, and at least one subpass writes to that area of VkDeviceMemory, a
subpass dependency must be included (either directly or via some intermediate
subpasses) between them
• For any element of pDependencies, if the dstSubpass is not VK_SUBPASS_EXTERNAL, all stage
flags included in the dstStageMask member of that dependency must be a pipeline stage
supported by the pipeline identified by the pipelineBindPoint member of the destination
subpass
• The set of bits included in any element of pCorrelatedViewMasks must not overlap with the
set of bits included in any other element of pCorrelatedViewMasks
• If the attachment member of any element of the pInputAttachments member of any element
of pSubpasses is not VK_ATTACHMENT_UNUSED, the aspectMask member of that element of
pInputAttachments must only include aspects that are present in images of the format
specified by the element of pAttachments specified by attachment
• The srcSubpass member of each element of pDependencies must be less than subpassCount
• The dstSubpass member of each element of pDependencies must be less than subpassCount
• flags must be 0
• format is a VkFormat value specifying the format of the image that will be used for the
attachment.
• loadOp is a VkAttachmentLoadOp value specifying how the contents of color and depth
components of the attachment are treated at the beginning of the subpass where it is first used.
• storeOp is a VkAttachmentStoreOp value specifying how the contents of color and depth
components of the attachment are treated at the end of the subpass where it is last used.
• initialLayout is the layout the attachment image subresource will be in when a render pass
instance begins.
• finalLayout is the layout the attachment image subresource will be transitioned to when a
render pass instance ends.
Parameters defined by this structure with the same name as those in VkAttachmentDescription
have the identical effect to those parameters.
If format is a depth/stencil format, and initialLayout only specifies the initial layout of the depth
aspect of the attachment, the initial layout of the stencil aspect is specified by the
If format is a depth/stencil format, and finalLayout only specifies the final layout of the depth aspect
of the attachment, the final layout of the stencil aspect is specified by the stencilFinalLayout
member of a VkAttachmentDescriptionStencilLayout structure included in the pNext chain.
Otherwise, finalLayout describes the final layout for all relevant image aspects.
• If format is a depth/stencil format which includes both depth and stencil aspects, and
finalLayout is VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_OPTIMAL or
VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_OPTIMAL, the pNext chain must include a
VkAttachmentDescriptionStencilLayout structure
• If format is a depth/stencil format which includes only the depth aspect, initialLayout
must not be VK_IMAGE_LAYOUT_STENCIL_ATTACHMENT_OPTIMAL or
VK_IMAGE_LAYOUT_STENCIL_READ_ONLY_OPTIMAL
• If format is a depth/stencil format which includes only the depth aspect, finalLayout must
// Provided by VK_VERSION_1_2
typedef struct VkAttachmentDescriptionStencilLayout {
VkStructureType sType;
void* pNext;
VkImageLayout stencilInitialLayout;
VkImageLayout stencilFinalLayout;
} VkAttachmentDescriptionStencilLayout;
• stencilInitialLayout is the layout the stencil aspect of the attachment image subresource will
be in when a render pass instance begins.
• stencilFinalLayout is the layout the stencil aspect of the attachment image subresource will be
transitioned to when a render pass instance ends.
// Provided by VK_VERSION_1_2
typedef struct VkSubpassDescription2 {
VkStructureType sType;
const void* pNext;
VkSubpassDescriptionFlags flags;
VkPipelineBindPoint pipelineBindPoint;
uint32_t viewMask;
uint32_t inputAttachmentCount;
const VkAttachmentReference2* pInputAttachments;
uint32_t colorAttachmentCount;
const VkAttachmentReference2* pColorAttachments;
const VkAttachmentReference2* pResolveAttachments;
const VkAttachmentReference2* pDepthStencilAttachment;
uint32_t preserveAttachmentCount;
const uint32_t* pPreserveAttachments;
} VkSubpassDescription2;
• pipelineBindPoint is a VkPipelineBindPoint value specifying the pipeline type supported for this
subpass.
• viewMask is a bitfield of view indices describing which views rendering is broadcast to in this
subpass, when multiview is enabled.
Parameters defined by this structure with the same name as those in VkSubpassDescription have
the identical effect to those parameters.
viewMask has the same effect for the described subpass as VkRenderPassMultiviewCreateInfo
::pViewMasks has on each corresponding subpass.
• If the first use of an attachment in this render pass is as an input attachment, and the
attachment is not also used as a color or depth/stencil attachment in the same subpass,
then loadOp must not be VK_ATTACHMENT_LOAD_OP_CLEAR
• If pResolveAttachments is not NULL, for each resolve attachment that does not have the
value VK_ATTACHMENT_UNUSED, the corresponding color attachment must not have the value
VK_ATTACHMENT_UNUSED
• If pResolveAttachments is not NULL, for each resolve attachment that is not
VK_ATTACHMENT_UNUSED, the corresponding color attachment must not have a sample count
of VK_SAMPLE_COUNT_1_BIT
• Any given element of pResolveAttachments must have the same VkFormat as its
corresponding color attachment
• All attachments in pColorAttachments that are not VK_ATTACHMENT_UNUSED must have the
same sample count
• All attachments in pInputAttachments that are not VK_ATTACHMENT_UNUSED must have image
formats whose potential format features contain at least
VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT or
VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT
• All attachments in pColorAttachments that are not VK_ATTACHMENT_UNUSED must have image
formats whose potential format features contain VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT
• If any attachment is used by more than one VkAttachmentReference member, then each
use must use the same layout
• flags must be 0
// Provided by VK_VERSION_1_2
typedef struct VkSubpassDescriptionDepthStencilResolve {
VkStructureType sType;
const void* pNext;
VkResolveModeFlagBits depthResolveMode;
VkResolveModeFlagBits stencilResolveMode;
const VkAttachmentReference2* pDepthStencilResolveAttachment;
} VkSubpassDescriptionDepthStencilResolve;
Valid Usage
// Provided by VK_VERSION_1_2
typedef enum VkResolveModeFlagBits {
VK_RESOLVE_MODE_NONE = 0,
VK_RESOLVE_MODE_SAMPLE_ZERO_BIT = 0x00000001,
VK_RESOLVE_MODE_AVERAGE_BIT = 0x00000002,
VK_RESOLVE_MODE_MIN_BIT = 0x00000004,
VK_RESOLVE_MODE_MAX_BIT = 0x00000008,
} VkResolveModeFlagBits;
• VK_RESOLVE_MODE_AVERAGE_BIT indicates that result of the resolve operation is the average of the
sample values.
• VK_RESOLVE_MODE_MIN_BIT indicates that result of the resolve operation is the minimum of the
sample values.
• VK_RESOLVE_MODE_MAX_BIT indicates that result of the resolve operation is the maximum of the
sample values.
// Provided by VK_VERSION_1_2
typedef VkFlags VkResolveModeFlags;
• layout is a VkImageLayout value specifying the layout the attachment uses during the subpass.
• aspectMask is a mask of which aspect(s) can be accessed within the specified subpass as an input
attachment.
Parameters defined by this structure with the same name as those in VkAttachmentReference have
the identical effect to those parameters.
aspectMask is ignored when this structure is used to describe anything other than an input
attachment reference.
If layout only specifies the layout of the depth aspect of the attachment, the layout of the stencil
aspect is specified by the stencilLayout member of a VkAttachmentReferenceStencilLayout
structure included in the pNext chain. Otherwise, layout describes the layout for all relevant image
aspects.
• stencilLayout is a VkImageLayout value specifying the layout the stencil aspect of the
attachment uses during the subpass.
Valid Usage
// Provided by VK_VERSION_1_2
typedef struct VkSubpassDependency2 {
VkStructureType sType;
const void* pNext;
uint32_t srcSubpass;
uint32_t dstSubpass;
VkPipelineStageFlags srcStageMask;
VkPipelineStageFlags dstStageMask;
VkAccessFlags srcAccessMask;
VkAccessFlags dstAccessMask;
VkDependencyFlags dependencyFlags;
int32_t viewOffset;
} VkSubpassDependency2;
• srcSubpass is the subpass index of the first subpass in the dependency, or VK_SUBPASS_EXTERNAL.
• viewOffset controls which views in the source subpass the views in the destination subpass
depend on.
Parameters defined by this structure with the same name as those in VkSubpassDependency have
the identical effect to those parameters.
viewOffset has the same effect for the described subpass dependency as
VkRenderPassMultiviewCreateInfo::pViewOffsets has on each corresponding subpass dependency.
• If the geometry shaders feature is not enabled, srcStageMask must not contain
VK_PIPELINE_STAGE_GEOMETRY_SHADER_BIT
• If the geometry shaders feature is not enabled, dstStageMask must not contain
VK_PIPELINE_STAGE_GEOMETRY_SHADER_BIT
• If the tessellation shaders feature is not enabled, srcStageMask must not contain
VK_PIPELINE_STAGE_TESSELLATION_CONTROL_SHADER_BIT or
VK_PIPELINE_STAGE_TESSELLATION_EVALUATION_SHADER_BIT
• If the tessellation shaders feature is not enabled, dstStageMask must not contain
VK_PIPELINE_STAGE_TESSELLATION_CONTROL_SHADER_BIT or
VK_PIPELINE_STAGE_TESSELLATION_EVALUATION_SHADER_BIT
• srcSubpass must be less than or equal to dstSubpass, unless one of them is
VK_SUBPASS_EXTERNAL, to avoid cyclic dependencies and ensure a valid execution order
• If srcSubpass is equal to dstSubpass and not all of the stages in srcStageMask and
dstStageMask are framebuffer-space stages, the logically latest pipeline stage in
srcStageMask must be logically earlier than or equal to the logically earliest pipeline stage
in dstStageMask
• Any access flag included in srcAccessMask must be supported by one of the pipeline stages
in srcStageMask, as specified in the table of supported access types
• Any access flag included in dstAccessMask must be supported by one of the pipeline stages
in dstStageMask, as specified in the table of supported access types
// Provided by VK_VERSION_1_0
void vkDestroyRenderPass(
VkDevice device,
VkRenderPass renderPass,
const VkAllocationCallbacks* pAllocator);
• pAllocator controls host memory allocation as described in the Memory Allocation chapter.
Valid Usage
• All submitted commands that refer to renderPass must have completed execution
• If renderPass is a valid handle, it must have been created, allocated, or retrieved from
device
Two attachment references are compatible if they have matching format and sample count, or are
both VK_ATTACHMENT_UNUSED or the pointer that would contain the reference is NULL.
Two arrays of attachment references are compatible if all corresponding pairs of attachments are
compatible. If the arrays are of different lengths, attachment references not present in the smaller
array are treated as VK_ATTACHMENT_UNUSED.
Two render passes are compatible if their corresponding color, input, resolve, and depth/stencil
attachment references are compatible and if they are otherwise identical except for:
As an additional special case, if two render passes have a single subpass, the resolve attachment
reference compatibility requirements are ignored.
A framebuffer is compatible with a render pass if it was created using the same render pass or a
compatible render pass.
7.3. Framebuffers
Render passes operate in conjunction with framebuffers. Framebuffers represent a collection of
specific memory attachments that a render pass instance uses.
// Provided by VK_VERSION_1_0
VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkFramebuffer)
• pAllocator controls host memory allocation as described in the Memory Allocation chapter.
Valid Usage
Return Codes
Success
• VK_SUCCESS
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
• renderPass is a render pass defining what render passes the framebuffer will be compatible
with. See Render Pass Compatibility for details.
• pAttachments is a pointer to an array of VkImageView handles, each of which will be used as the
corresponding attachment in a render pass instance. If flags includes
VK_FRAMEBUFFER_CREATE_IMAGELESS_BIT, this parameter is ignored.
• width, height and layers define the dimensions of the framebuffer. If the render pass uses
multiview, then layers must be one and each attachment requires a number of layers that is
greater than the maximum bit index set in the view mask in the subpasses in which it is used.
Applications must ensure that all accesses to memory that backs image subresources used as
attachments in a given renderpass instance either happen-before the load operations for those
attachments, or happen-after the store operations for those attachments.
For depth/stencil attachments, each aspect can be used separately as attachments and non-
attachments as long as the non-attachment accesses are also via an image subresource in either the
VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_STENCIL_ATTACHMENT_OPTIMAL layout or the
VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_STENCIL_READ_ONLY_OPTIMAL layout, and the attachment resource
uses whichever of those two layouts the image accesses do not. Use of non-attachment aspects in
this case is only well defined if the attachment is used in the subpass where the non-attachment
access is being made, or the layout of the image subresource is constant throughout the entire
render pass instance, including the initialLayout and finalLayout.
Note
These restrictions mean that the render pass has full knowledge of all uses of all of
the attachments, so that the implementation is able to make correct decisions
about when and how to perform layout transitions, when to overlap execution of
subpasses, etc.
• If renderPass was specified with non-zero view masks, each element of pAttachments must
have a layerCount greater than the index of the most significant bit set in any of those
view masks
• If the imageless framebuffer feature is not enabled, flags must not include
VK_FRAMEBUFFER_CREATE_IMAGELESS_BIT
• If flags includes VK_FRAMEBUFFER_CREATE_IMAGELESS_BIT, the pNext chain must include a
VkFramebufferAttachmentsCreateInfo structure
• The sType value of each struct in the pNext chain must be unique
• Both of renderPass, and the elements of pAttachments that are valid handles of non-ignored
parameters must have been created, allocated, or retrieved from the same VkDevice
// Provided by VK_VERSION_1_2
typedef struct VkFramebufferAttachmentsCreateInfo {
VkStructureType sType;
const void* pNext;
uint32_t attachmentImageInfoCount;
const VkFramebufferAttachmentImageInfo* pAttachmentImageInfos;
} VkFramebufferAttachmentsCreateInfo;
// Provided by VK_VERSION_1_2
typedef struct VkFramebufferAttachmentImageInfo {
VkStructureType sType;
const void* pNext;
VkImageCreateFlags flags;
VkImageUsageFlags usage;
uint32_t width;
uint32_t height;
uint32_t layerCount;
uint32_t viewFormatCount;
const VkFormat* pViewFormats;
} VkFramebufferAttachmentImageInfo;
• viewFormatCount is the number of entries in the pViewFormats array, matching the value of
VkImageFormatListCreateInfo::viewFormatCount used to create an image used with this
framebuffer.
• pViewFormats is an array which lists of all formats which can be used when creating views of the
image, matching the value of VkImageFormatListCreateInfo::pViewFormats used to create an
image used with this framebuffer.
Images that can be used with the framebuffer when beginning a render pass, as specified by
VkRenderPassAttachmentBeginInfo, must be created with parameters that are identical to those
specified here.
Bits which can be set in VkFramebufferCreateInfo::flags to specify options for framebuffers are:
// Provided by VK_VERSION_1_0
typedef enum VkFramebufferCreateFlagBits {
// Provided by VK_VERSION_1_2
VK_FRAMEBUFFER_CREATE_IMAGELESS_BIT = 0x00000001,
} VkFramebufferCreateFlagBits;
• VK_FRAMEBUFFER_CREATE_IMAGELESS_BIT specifies that image views are not specified, and only
attachment compatibility information will be provided via a
VkFramebufferAttachmentImageInfo structure.
// Provided by VK_VERSION_1_0
typedef VkFlags VkFramebufferCreateFlags;
// Provided by VK_VERSION_1_0
void vkDestroyFramebuffer(
VkDevice device,
VkFramebuffer framebuffer,
const VkAllocationCallbacks* pAllocator);
• pAllocator controls host memory allocation as described in the Memory Allocation chapter.
• All submitted commands that refer to framebuffer must have completed execution
• If framebuffer is a valid handle, it must have been created, allocated, or retrieved from
device
Host Synchronization
// Provided by VK_VERSION_1_0
void vkCmdBeginRenderPass(
VkCommandBuffer commandBuffer,
const VkRenderPassBeginInfo* pRenderPassBegin,
VkSubpassContents contents);
• contents is a VkSubpassContents value specifying how the commands in the first subpass will be
provided.
• The srcStageMask and dstStageMask members of any element of the pDependencies member
of VkRenderPassCreateInfo used to create renderPass must be supported by the
capabilities of the queue family identified by the queueFamilyIndex member of the
VkCommandPoolCreateInfo used to create the command pool which commandBuffer was
allocated from
• For any attachment in framebuffer that is used by renderPass and is bound to memory
locations that are also bound to another attachment used by renderPass, and if at least one
of those uses causes either attachment to be written to, both attachments must have had
the VK_ATTACHMENT_DESCRIPTION_MAY_ALIAS_BIT set
• Each element of the pAttachments of framebuffer that is referenced by any element of the
pInputAttachments of any element of pSubpasses of renderPass must have image view
format features containing at least VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT or
VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT
• Each element of the pAttachments of framebuffer that is referenced by any element of the
pColorAttachments of any element of pSubpasses of renderPass must have image view
format features containing VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT
• Each element of the pAttachments of framebuffer that is referenced by any element of the
pResolveAttachments of any element of pSubpasses of renderPass must have image view
format features containing VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT
• Each element of the pAttachments of framebuffer that is referenced by any element of the
pDepthStencilAttachment of any element of pSubpasses of renderPass must have image view
format features containing VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT
• The VkCommandPool that commandBuffer was allocated from must support graphics
operations
Host Synchronization
• Host access to the VkCommandPool that commandBuffer was allocated from must be externally
synchronized
Command Properties
// Provided by VK_VERSION_1_2
void vkCmdBeginRenderPass2(
VkCommandBuffer commandBuffer,
const VkRenderPassBeginInfo* pRenderPassBegin,
const VkSubpassBeginInfo* pSubpassBeginInfo);
After beginning a render pass instance, the command buffer is ready to record the commands for
the first subpass of that render pass.
• Both the framebuffer and renderPass members of pRenderPassBegin must have been
created on the same VkDevice that commandBuffer was allocated on
• The srcStageMask and dstStageMask members of any element of the pDependencies member
of VkRenderPassCreateInfo used to create renderPass must be supported by the
capabilities of the queue family identified by the queueFamilyIndex member of the
VkCommandPoolCreateInfo used to create the command pool which commandBuffer was
allocated from
• For any attachment in framebuffer that is used by renderPass and is bound to memory
locations that are also bound to another attachment used by renderPass, and if at least one
of those uses causes either attachment to be written to, both attachments must have had
the VK_ATTACHMENT_DESCRIPTION_MAY_ALIAS_BIT set
• Each element of the pAttachments of framebuffer that is referenced by any element of the
pInputAttachments of any element of pSubpasses of renderPass must have image view
format features contain at least VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT or
VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT
• Each element of the pAttachments of framebuffer that is referenced by any element of the
pColorAttachments of any element of pSubpasses of renderPass must have image view
format features contain VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT
• Each element of the pAttachments of framebuffer that is referenced by any element of the
pResolveAttachments of any element of pSubpasses of renderPass must have image view
format features contain VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT
• Each element of the pAttachments of framebuffer that is referenced by any element of the
pDepthStencilAttachment of any element of pSubpasses of renderPass must have image view
format features contain VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT
• The VkCommandPool that commandBuffer was allocated from must support graphics
operations
Host Synchronization
• Host access to the VkCommandPool that commandBuffer was allocated from must be externally
synchronized
Command Properties
// Provided by VK_VERSION_1_0
typedef struct VkRenderPassBeginInfo {
VkStructureType sType;
const void* pNext;
VkRenderPass renderPass;
VkFramebuffer framebuffer;
VkRect2D renderArea;
uint32_t clearValueCount;
const VkClearValue* pClearValues;
} VkRenderPassBeginInfo;
• renderArea is the render area that is affected by the render pass instance, and is described in
more detail below.
renderArea is the render area that is affected by the render pass instance. The effects of attachment
load, store and multisample resolve operations are restricted to the pixels whose x and y
coordinates fall within the render area on all attachments. The render area extends to all layers of
framebuffer. The application must ensure (using scissor if necessary) that all rendering is contained
within the render area. The render area must be contained within the framebuffer dimensions.
When multiview is enabled, the resolve operation at the end of a subpass applies to all views in the
view mask.
Note
There may be a performance cost for using a render area smaller than the
framebuffer, unless it matches the render area granularity for the render pass.
• clearValueCount must be greater than the largest attachment index in renderPass that
specifies a loadOp (or stencilLoadOp, if the attachment has a depth/stencil format) of
VK_ATTACHMENT_LOAD_OP_CLEAR
• renderPass must be compatible with the renderPass member of the
VkFramebufferCreateInfo structure specified when creating framebuffer
• Each pNext member of any structure (including this one) in the pNext chain must be either
NULL or a pointer to a valid instance of VkDeviceGroupRenderPassBeginInfo or
VkRenderPassAttachmentBeginInfo
• The sType value of each struct in the pNext chain must be unique
• Both of framebuffer, and renderPass must have been created, allocated, or retrieved from
the same VkDevice
// Provided by VK_VERSION_1_2
typedef struct VkSubpassBeginInfo {
VkStructureType sType;
const void* pNext;
VkSubpassContents contents;
} VkSubpassBeginInfo;
• contents is a VkSubpassContents value specifying how the commands in the next subpass will
be provided.
// Provided by VK_VERSION_1_0
typedef enum VkSubpassContents {
VK_SUBPASS_CONTENTS_INLINE = 0,
VK_SUBPASS_CONTENTS_SECONDARY_COMMAND_BUFFERS = 1,
} VkSubpassContents;
• VK_SUBPASS_CONTENTS_INLINE specifies that the contents of the subpass will be recorded inline in
the primary command buffer, and secondary command buffers must not be executed within
the subpass.
// Provided by VK_VERSION_1_1
typedef struct VkDeviceGroupRenderPassBeginInfo {
VkStructureType sType;
const void* pNext;
uint32_t deviceMask;
uint32_t deviceRenderAreaCount;
const VkRect2D* pDeviceRenderAreas;
} VkDeviceGroupRenderPassBeginInfo;
• pDeviceRenderAreas is a pointer to an array of VkRect2D structures defining the render area for
each physical device.
The deviceMask serves several purposes. It is an upper bound on the set of physical devices that can
be used during the render pass instance, and the initial device mask when the render pass instance
begins. In addition, commands transitioning to the next subpass in the render pass instance and
commands ending the render pass instance, and, accordingly render pass attachment load, store,
and resolve operations and subpass dependencies corresponding to the render pass instance, are
executed on the physical devices included in the device mask provided here.
If deviceRenderAreaCount is not zero, then the elements of pDeviceRenderAreas override the value of
If this structure is not present, the render pass instance’s device mask is the value of
VkDeviceGroupCommandBufferBeginInfo::deviceMask. If this structure is not present or if
deviceRenderAreaCount is zero, VkRenderPassBeginInfo::renderArea is used for all physical devices.
Valid Usage
// Provided by VK_VERSION_1_2
typedef struct VkRenderPassAttachmentBeginInfo {
VkStructureType sType;
const void* pNext;
uint32_t attachmentCount;
const VkImageView* pAttachments;
} VkRenderPassAttachmentBeginInfo;
• pAttachments is a pointer to an array of VkImageView handles, each of which will be used as the
corresponding attachment in the render pass instance.
• Each element of pAttachments must have been created with the identity swizzle
// Provided by VK_VERSION_1_0
void vkGetRenderAreaGranularity(
VkDevice device,
VkRenderPass renderPass,
VkExtent2D* pGranularity);
• the offset.x member in renderArea is a multiple of the width member of the returned
VkExtent2D (the horizontal granularity).
• the offset.y member in renderArea is a multiple of the height of the returned VkExtent2D (the
vertical granularity).
Subpass dependencies are not affected by the render area, and apply to the entire image
subresources attached to the framebuffer as specified in the description of automatic layout
transitions. Similarly, pipeline barriers are valid even if their effect extends outside the render
area.
To transition to the next subpass in the render pass instance after recording the commands for a
subpass, call:
// Provided by VK_VERSION_1_0
void vkCmdNextSubpass(
VkCommandBuffer commandBuffer,
VkSubpassContents contents);
• contents specifies how the commands in the next subpass will be provided, in the same fashion
as the corresponding parameter of vkCmdBeginRenderPass.
The subpass index for a render pass begins at zero when vkCmdBeginRenderPass is recorded, and
increments each time vkCmdNextSubpass is recorded.
Moving to the next subpass automatically performs any multisample resolve operations in the
subpass being ended. End-of-subpass multisample resolves are treated as color attachment writes
for the purposes of synchronization. This applies to resolve operations for both color and
depth/stencil attachments. That is, they are considered to execute in the
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT pipeline stage and their writes are synchronized
with VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT. Synchronization between rendering within a subpass
and any resolve operations at the end of the subpass occurs automatically, without need for explicit
dependencies or pipeline barriers. However, if the resolve attachment is also used in a different
subpass, an explicit dependency is needed.
After transitioning to the next subpass, the application can record the commands for that subpass.
Valid Usage
• The current subpass index must be less than the number of subpasses in the render pass
minus one
• The VkCommandPool that commandBuffer was allocated from must support graphics
operations
Host Synchronization
• Host access to the VkCommandPool that commandBuffer was allocated from must be externally
synchronized
Command Properties
To transition to the next subpass in the render pass instance after recording the commands for a
subpass, call:
// Provided by VK_VERSION_1_2
void vkCmdNextSubpass2(
VkCommandBuffer commandBuffer,
const VkSubpassBeginInfo* pSubpassBeginInfo,
const VkSubpassEndInfo* pSubpassEndInfo);
• The current subpass index must be less than the number of subpasses in the render pass
minus one
• The VkCommandPool that commandBuffer was allocated from must support graphics
operations
Host Synchronization
• Host access to the VkCommandPool that commandBuffer was allocated from must be externally
synchronized
Command Properties
To record a command to end a render pass instance after recording the commands for the last
subpass, call:
// Provided by VK_VERSION_1_0
void vkCmdEndRenderPass(
VkCommandBuffer commandBuffer);
• commandBuffer is the command buffer in which to end the current render pass instance.
Ending a render pass instance performs any multisample resolve operations on the final subpass.
• The current subpass index must be equal to the number of subpasses in the render pass
minus one
• The VkCommandPool that commandBuffer was allocated from must support graphics
operations
Host Synchronization
• Host access to the VkCommandPool that commandBuffer was allocated from must be externally
synchronized
Command Properties
To record a command to end a render pass instance after recording the commands for the last
subpass, call:
// Provided by VK_VERSION_1_2
void vkCmdEndRenderPass2(
VkCommandBuffer commandBuffer,
const VkSubpassEndInfo* pSubpassEndInfo);
• commandBuffer is the command buffer in which to end the current render pass instance.
• The current subpass index must be equal to the number of subpasses in the render pass
minus one
• The VkCommandPool that commandBuffer was allocated from must support graphics
operations
Host Synchronization
• Host access to the VkCommandPool that commandBuffer was allocated from must be externally
synchronized
Command Properties
// Provided by VK_VERSION_1_2
typedef struct VkSubpassEndInfo {
VkStructureType sType;
const void* pNext;
} VkSubpassEndInfo;
Graphics pipelines include vertex shader execution as a result of primitive assembly, followed, if
enabled, by tessellation control and evaluation shaders operating on patches, geometry shaders, if
enabled, operating on primitives, and fragment shaders, if present, operating on fragments
generated by Rasterization. In this specification, vertex, tessellation control, tessellation evaluation
and geometry shaders are collectively referred to as vertex processing stages and occur in the
logical pipeline before rasterization. The fragment shader occurs logically after rasterization.
Only the compute shader stage is included in a compute pipeline. Compute shaders operate on
compute invocations in a workgroup.
Shaders can read from input variables, and read from and write to output variables. Input and
output variables can be used to transfer data between shader stages, or to allow the shader to
interact with values that exist in the execution environment. Similarly, the execution environment
provides constants that describe capabilities.
Shader variables are associated with execution environment-provided inputs and outputs using
built-in decorations in the shader. The available decorations for each stage are documented in the
following subsections.
// Provided by VK_VERSION_1_0
VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkShaderModule)
// Provided by VK_VERSION_1_0
VkResult vkCreateShaderModule(
VkDevice device,
const VkShaderModuleCreateInfo* pCreateInfo,
const VkAllocationCallbacks* pAllocator,
VkShaderModule* pShaderModule);
• pAllocator controls host memory allocation as described in the Memory Allocation chapter.
Once a shader module has been created, any entry points it contains can be used in pipeline shader
stages as described in Compute Pipelines and Graphics Pipelines.
Return Codes
Success
• VK_SUCCESS
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
// Provided by VK_VERSION_1_0
typedef struct VkShaderModuleCreateInfo {
VkStructureType sType;
const void* pNext;
VkShaderModuleCreateFlags flags;
size_t codeSize;
const uint32_t* pCode;
} VkShaderModuleCreateInfo;
• pCode is a pointer to code that is used to create the shader module. The type and format of the
code is determined from the content of the memory addressed by pCode.
• pCode must point to valid SPIR-V code, formatted and packed as described by the Khronos
SPIR-V Specification
• pCode must adhere to the validation rules described by the Validation Rules within a
Module section of the SPIR-V Environment appendix
• pCode must not declare any capability that is not supported by the API, as described by the
Capabilities section of the SPIR-V Environment appendix
• If pCode declares any of the capabilities listed in the SPIR-V Environment appendix, one of
the corresponding requirements must be satisfied
• pCode must not declare any SPIR-V extension that is not supported by the API, as described
by the Extension section of the SPIR-V Environment appendix
• If pCode declares any of the SPIR-V extensions listed in the SPIR-V Environment appendix,
one of the corresponding requirements must be satisfied
• flags must be 0
// Provided by VK_VERSION_1_0
typedef VkFlags VkShaderModuleCreateFlags;
VkShaderModuleCreateFlags is a bitmask type for setting a mask, but is currently reserved for future
use.
// Provided by VK_VERSION_1_0
void vkDestroyShaderModule(
VkDevice device,
VkShaderModule shaderModule,
const VkAllocationCallbacks* pAllocator);
• pAllocator controls host memory allocation as described in the Memory Allocation chapter.
A shader module can be destroyed while pipelines created using its shaders are still in use.
Valid Usage
• If shaderModule is a valid handle, it must have been created, allocated, or retrieved from
device
Host Synchronization
The relative execution order of invocations of different shader types is largely undefined. However,
when invoking a shader whose inputs are generated from a previous pipeline stage, the shader
invocations from the previous stage are guaranteed to have executed far enough to generate input
values for all required inputs.
• Vertex and tessellation evaluation shaders will be invoked at least once for each unique vertex,
as defined in those sections.
• Fragment shaders will be invoked zero or more times, as defined in that section.
• The relative execution order of invocations of the same shader type is undefined. A store issued
by a shader when working on primitive B might complete prior to a store for primitive A, even
if primitive A is specified prior to primitive B. This applies even to fragment shaders; while
fragment shader outputs are always written to the framebuffer in rasterization order, stores
executed by fragment shader invocations are not.
• The relative execution order of invocations of different shader types is largely undefined.
Note
The above limitations on shader invocation order make some forms of
The Memory Model appendix defines the terminology and rules for how to correctly communicate
between shader invocations, such as when a write is Visible-To a read, and what constitutes a Data
Race.
In many cases, the same BuiltIn decoration can be used in multiple shader stages with similar
meaning. The specific behavior of variables decorated as BuiltIn is documented in the following
sections.
A vertex shader must be executed at least once for each vertex specified by a draw command. If the
subpass includes multiple views in its view mask, the shader may be invoked separately for each
view. During execution, the shader is presented with the index of the vertex and instance for which
it has been invoked. Input variables declared in the vertex shader are filled by the implementation
with the values of vertex attributes associated with the invocation being executed.
If the same vertex is specified multiple times in a draw command (e.g. by including the same index
value multiple times in an index buffer) the implementation may reuse the results of vertex
shading if it can statically determine that the vertex shader invocations will produce identical
results.
Note
It is implementation-dependent when and if results of vertex shading are reused,
and thus how many times the vertex shader will be executed. This is true also if
the vertex shader contains stores or atomic operations (see
vertexPipelineStoresAndAtomics).
A tessellation control shader is invoked at least once for each output vertex in a patch. If the
subpass includes multiple views in its view mask, the shader may be invoked separately for each
view.
Inputs to the tessellation control shader are generated by the vertex shader. Each invocation of the
tessellation control shader can read the attributes of any incoming vertices and their associated
data. The invocations corresponding to a given patch execute logically in parallel, with undefined
relative execution order. However, the OpControlBarrier instruction can be used to provide limited
control of the execution order by synchronizing invocations within a patch, effectively dividing
tessellation control shader execution into a set of phases. Tessellation control shaders will read
undefined values if one invocation reads a per-vertex or per-patch attribute written by another
invocation at any point during the same phase, or if two invocations attempt to write different
A tessellation evaluation shader is invoked at least once for each unique vertex generated by the
tessellator. If the subpass includes multiple views in its view mask, the shader may be invoked
separately for each view.
A geometry shader is invoked at least once for each primitive produced by the tessellation stages,
or at least once for each primitive generated by primitive assembly when tessellation is not in use.
A shader can request that the geometry shader runs multiple instances. A geometry shader is
invoked at least once for each instance. If the subpass includes multiple views in its view mask, the
shader may be invoked separately for each view.
Fragment shaders are invoked for each fragment generated by rasterization, or as helper
invocations.
• A fragment shader must not be executed if a fragment operation that executes before fragment
shading discards the fragment.
◦ Any other fragment operation discards the fragment, and the shader does not write to any
storage resources.
◦ If sample shading is enabled and multiple invocations per fragment are required,
additional invocations must be executed as specified.
◦ Each covered sample must be included in at least one fragment shader invocation.
Note
Multiple fragment shader invocations may be executed for the same fragment for
any number of implementation dependent reasons. When there is more than one
fragment shader invocation per fragment, the association of samples to
invocations is implementation-dependent. Stores and atomics performed by these
additional invocations have the normal effect.
For example, if the subpass includes multiple views in its view mask, a fragment
shader may be invoked separately for each view.
Note
An explicit control is provided to allow fragment shaders to enable early fragment tests. If the
fragment shader specifies the EarlyFragmentTests OpExecutionMode, additional per-fragment tests are
performed prior to fragment shader execution.
If early fragment tests are enabled, any depth value computed by the fragment shader has no effect.
Compute workloads are formed from groups of work items called workgroups and processed by the
compute shader in the current compute pipeline. A workgroup is a collection of shader invocations
that execute the same shader, potentially in parallel. Compute shaders execute in global
workgroups which are divided into a number of local workgroups with a size that can be set by
assigning a value to the LocalSize execution mode or via an object decorated by the WorkgroupSize
decoration. An invocation within a local workgroup can share data with other members of the local
workgroup through shared variables and issue memory and control flow barriers to synchronize
with other members of the local workgroup.
Inputs that could be interpolated can be decorated by at most one of the following decorations:
• Flat: no interpolation
Fragment input variables decorated with neither Flat nor NoPerspective use perspective-correct
interpolation (for lines and polygons).
The presence of and type of interpolation is controlled by the above interpolation decorations as
well as the auxiliary decorations Centroid and Sample.
A variable decorated with Flat will not be interpolated. Instead, it will have the same value for
every fragment within a triangle. This value will come from a single provoking vertex. A variable
decorated with Flat can also be decorated with Centroid or Sample, which will mean the same thing
as decorating it only as Flat.
For fragment shader input variables decorated with neither Centroid nor Sample, the assigned
variable may be interpolated anywhere within the fragment and a single value may be assigned to
each sample within the fragment.
If a fragment shader input is decorated with Centroid, a single value may be assigned to that
variable for all samples in the fragment, but that value must be interpolated to a location that lies
in both the fragment and in the primitive being rendered, including any of the fragment’s samples
covered by the primitive. Because the location at which the variable is interpolated may be
different in neighboring fragments, and derivatives may be computed by computing differences
between neighboring fragments, derivatives of centroid-sampled inputs may be less accurate than
those for non-centroid interpolated variables.
If a fragment shader input is decorated with Sample, a separate value must be assigned to that
variable for each covered sample in the fragment, and that value must be sampled at the location
of the individual sample. When rasterizationSamples is VK_SAMPLE_COUNT_1_BIT, the fragment center
must be used for Centroid, Sample, and undecorated attribute interpolation.
Fragment shader inputs that are signed or unsigned integers, integer vectors, or any double-
precision floating-point type must be decorated with Flat.
Static use is not used to control the behavior of variables with Input and Output storage. The effects
of those variables are applied based only on whether they are present in a shader entry point’s
interface.
8.13. Scope
A scope describes a set of shader invocations, where each such set is a scope instance. Each
invocation belongs to one or more scope instances, but belongs to no more than one scope instance
for each scope.
The operations available between invocations in a given scope instance vary, with smaller scopes
generally able to perform more operations, and with greater efficiency.
All invocations executed in a Vulkan instance fall into a single cross device scope instance.
Whilst the CrossDevice scope is defined in SPIR-V, it is disallowed in Vulkan. API synchronization
commands can be used to communicate between devices.
8.13.2. Device
There is no method to synchronize the execution of these invocations within SPIR-V, and this can
only be done with API synchronization primitives.
Invocations executing on different devices in a device group operate in separate device scope
instances.
Invocations executed by queues in a given queue family form a queue family scope instance.
This scope is identified in SPIR-V as the QueueFamily Scope if the vulkanMemoryModel feature is
enabled, or if not, the Device Scope, which can be used as a Memory Scope for barrier and atomic
operations.
There is no method to synchronize the execution of these invocations within SPIR-V, and this can
only be done with API synchronization primitives.
Each invocation in a queue family scope instance must be in the same device scope instance.
Any shader invocations executed as the result of a single command such as vkCmdDispatch or
vkCmdDraw form a command scope instance. For indirect drawing commands with drawCount
greater than one, invocations from separate draws are in separate command scope instances.
There is no specific Scope for communication across invocations in a command scope instance. As
this has a clear boundary at the API level, coordination here can be performed in the API, rather
than in SPIR-V.
Each invocation in a command scope instance must be in the same queue-family scope instance.
For shaders without defined workgroups, this set of invocations forms an invocation group as
defined in the SPIR-V specification.
8.13.5. Primitive
Any fragment shader invocations executed as the result of rasterization of a single primitive form a
primitive scope instance.
There is no specific Scope for communication across invocations in a primitive scope instance.
Each invocation in a primitive scope instance must be in the same command scope instance.
Any input variables decorated with Flat are uniform within a primitive scope instance.
8.13.6. Workgroup
A local workgroup is a set of invocations that can synchronize and share data with each other using
memory in the Workgroup storage class.
The Workgroup Scope can be used as both an Execution Scope and Memory Scope for barrier and atomic
operations.
Each invocation in a local workgroup must be in the same command scope instance.
Only compute shaders have defined workgroups - other shader types cannot use workgroup
functionality. For shaders that have defined workgroups, this set of invocations forms an invocation
group as defined in the SPIR-V specification.
8.13.7. Subgroup
A subgroup (see the subsection “Control Flow” of section 2 of the SPIR-V 1.3 Revision 1 specification)
is a set of invocations that can synchronize and share data with each other efficiently.
The Subgroup Scope can be used as both an Execution Scope and Memory Scope for barrier and atomic
operations. Other subgroup features allow the use of group operations with subgroup scope.
For shaders that have defined workgroups, each invocation in a subgroup must be in the same
In other shader stages, each invocation in a subgroup must be in the same device scope instance.
Only shader stages that support subgroup operations have defined subgroups.
8.13.8. Quad
• w and h are the number of pixels the fragment covers in the x and y axes.
In all shaders, each invocation in a quad scope instance is formed of invocations in adjacent
subgroup invocation indices (si), where:
• s0 is an integer multiple of 4.
Fragment and compute shaders have defined quad scope instances. If the
quadOperationsInAllStages limit is supported, any shader stages that support subgroup operations
also have defined quad scope instances.
8.13.9. Invocation
The smallest scope is a single invocation; this is represented by the Invocation Scope in SPIR-V.
Invocations in shaders that have a defined quad scope must be in a quad scope instance.
Group operations all take a Scope defining the desired scope instance to operate within. Only the
Subgroup scope can be used for these operations; the subgroupSupportedOperations limit defines
which types of operation can be used.
OpGroupNonUniformElect can be used to choose a single invocation to perform a task for the whole
group. Only the invocation with the lowest id in the group will return true.
The Memory Model appendix defines the operation of barriers and atomics.
The vote group operations allow invocations within a group to compare values across a group. The
types of votes enabled are:
Note
These operations are useful in combination with control flow in that they allow for
developers to check whether conditions match across the group and choose
potentially faster code-paths in these cases.
The arithmetic group operations allow invocations to perform scans and reductions across a group.
The operators supported are add, mul, min, max, and, or, xor.
For reductions, every invocation in a group will obtain the cumulative result of these operators
applied to all values in the group. For exclusive scans, each invocation in a group will obtain the
cumulative result of these operators applied to all values in invocations with a lower index in the
group. Inclusive scans are identical to exclusive scans, except the cumulative result includes the
operator applied to the value in the current invocation.
The ballot group operations allow invocations to perform more complex votes across the group.
The ballot functionality allows all invocations within a group to provide a boolean value and get as
a result what each invocation provided as their boolean value. The broadcast functionality allows
values to be broadcast from an invocation to all other invocations within the group.
The shuffle group operations allow invocations to read values from other invocations within a
group.
The shuffle relative group operations allow invocations to read values from other invocations
within the group relative to the current invocation in the group. The relative operations supported
allow data to be shifted up and down through the invocations within a group.
The clustered group operations allow invocations to perform an operation among partitions of a
group, such that the operation is only performed within the group invocations within a partition.
The partitions for clustered group operations are consecutive power-of-two size groups of
invocations and the cluster size must be known at pipeline creation time. The operations supported
are add, mul, min, max, and, or, xor.
Fragment shaders that statically execute quad group operations must launch sufficient invocations
to ensure their correct operation; additional helper invocations are launched for framebuffer
locations not covered by rasterized fragments if necessary.
The index used to select participating invocations is i, as described for a quad scope instance,
defined as the quad index in the SPIR-V specification.
Derivative operations operate on a set of invocations known as a derivative group as defined in the
SPIR-V specification. A derivative group is equivalent to the primitive scope instance for a fragment
Derivatives are calculated assuming that P is piecewise linear and continuous within the derivative
group. All dynamic instances of explicit derivative instructions (OpDPdx*, OpDPdy*, and OpFwidth*)
must be executed in control flow that is uniform within a derivative group. For other derivative
operations, results are undefined if a dynamic instance is executed in control flow is not uniform
within the derivative group.
Fragment shaders that statically execute derivative operations must launch sufficient invocations
to ensure their correct operation; additional helper invocations are launched for framebuffer
locations not covered by rasterized fragments if necessary.
Derivative operations calculate their results as the difference between the result of P across
invocations in the quad. For fine derivative operations (OpDPdxFine and OpDPdyFine), the values of
DPdx(Pi) are calculated as
DPdx(P0) = DPdx(P1) = P1 - P0
DPdx(P2) = DPdx(P3) = P3 - P2
DPdy(P0) = DPdy(P2) = P2 - P0
DPdy(P1) = DPdy(P3) = P3 - P1
Coarse derivative operations (OpDPdxCoarse and OpDPdyCoarse), calculate their results in roughly the
same manner, but may only calculate two values instead of four (one for each of DPdx and DPdy),
reusing the same result no matter the originating invocation. If an implementation does this, it
should use the fine derivative calculations described for P0.
Applications may want to account for this when using multi-pixel fragments; if
pixel derivatives are desired, applications should use explicit derivative operations
and divide the results by the size of the fragment in each dimension as follows:
DPdx(Pn)' = DPdx(Pn) / w
DPdy(Pn)' = DPdy(Pn) / h
where w and h are the size of the fragments in the quad, and DPdx(Pn)' and
DPdy(Pn)' are the pixel derivatives.
The results for OpDPdx and OpDPdy may be calculated as either fine or coarse derivatives, with
implementations favouring the most efficient approach. Implementations must choose coarse or
fine consistently between the two.
Note
Helper invocations may become inactive at any time for any reason, with one exception. If a helper
invocation would be active if it were not a helper invocation, it must be active for derivative and
quad group operations.
The first stage of the graphics pipeline (Input Assembler) assembles vertices to form geometric
primitives such as points, lines, and triangles, based on a requested primitive topology. In the next
stage (Vertex Shader) vertices can be transformed, computing positions and attributes for each
vertex. If tessellation and/or geometry shaders are supported, they can then generate multiple
primitives from a single input primitive, possibly changing the primitive topology or generating
additional attribute data in the process.
The final resulting primitives are clipped to a clip volume in preparation for the next stage,
Rasterization. The rasterizer produces a series of fragments associated with a region of the
framebuffer, from a two-dimensional description of a point, line segment, or triangle. These
fragments are processed by fragment operations to determine whether generated values will be
written to the framebuffer. fragment shading determines the values to be written to the
framebuffer attachments. Framebuffer operations then read and write the color and depth/stencil
attachments of the framebuffer for a given subpass of a render pass instance. The attachments can
be used as input attachments in the fragment shader in a later subpass of the same render pass.
The compute pipeline is a separate pipeline from the graphics pipeline, which operates on one-,
two-, or three-dimensional workgroups which can read from and write to buffer and image
memory.
This ordering is meant only as a tool for describing Vulkan, not as a strict rule of how Vulkan is
implemented, and we present it only as a means to organize the various operations of the pipelines.
Actual ordering guarantees between pipeline stages are explained in detail in the synchronization
chapter.
Input Assembler
Index Buffer
Vertex Shader Vertex Buffers
Rasterization
Each pipeline is controlled by a monolithic object created from a description of all of the shader
stages and any relevant fixed-function stages. Linking the whole pipeline together allows the
optimization of shaders based on their input/outputs and eliminates expensive draw time state
validation.
A pipeline object is bound to the current state using vkCmdBindPipeline. Any pipeline object state
that is specified as dynamic is not applied to the current state when the pipeline object is bound,
but is instead set by dynamic state setting commands.
No state, including dynamic state, is inherited from one command buffer to another.
// Provided by VK_VERSION_1_0
VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkPipeline)
• pAllocator controls host memory allocation as described in the Memory Allocation chapter.
Valid Usage
• If pipelineCache is a valid handle, it must have been created, allocated, or retrieved from
device
Return Codes
Success
• VK_SUCCESS
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
// Provided by VK_VERSION_1_0
typedef struct VkComputePipelineCreateInfo {
VkStructureType sType;
const void* pNext;
VkPipelineCreateFlags flags;
VkPipelineShaderStageCreateInfo stage;
VkPipelineLayout layout;
VkPipeline basePipelineHandle;
int32_t basePipelineIndex;
} VkComputePipelineCreateInfo;
• layout is the description of binding locations used by both the pipeline and descriptor sets used
The parameters basePipelineHandle and basePipelineIndex are described in more detail in Pipeline
Derivatives.
Valid Usage
• The shader code for the entry point identified by stage and the rest of the state identified
by this structure must adhere to the pipeline linking rules described in the Shader
Interfaces chapter
• layout must be consistent with the layout of the compute shader specified in stage
• The number of resources in layout accessible to the compute shader stage must be less
than or equal to VkPhysicalDeviceLimits::maxPerStageResources
• Both of basePipelineHandle, and layout that are valid handles of non-ignored parameters
must have been created, allocated, or retrieved from the same VkDevice
• pName is a pointer to a null-terminated UTF-8 string specifying the entry point name of the
shader for this stage.
• pName must be the name of an OpEntryPoint in module with an execution model that
matches stage
• If the identified entry point includes any variable in its interface that is declared with the
ClipDistance BuiltIn decoration, that variable must not have an array size greater than
VkPhysicalDeviceLimits::maxClipDistances
• If the identified entry point includes any variable in its interface that is declared with the
CullDistance BuiltIn decoration, that variable must not have an array size greater than
VkPhysicalDeviceLimits::maxCullDistances
• If the identified entry point includes any variables in its interface that are declared with
the ClipDistance or CullDistance BuiltIn decoration, those variables must not have array
sizes which sum to more than VkPhysicalDeviceLimits::maxCombinedClipAndCullDistances
• If the identified entry point includes any variable in its interface that is declared with the
SampleMask BuiltIn decoration, that variable must not have an array size greater than
VkPhysicalDeviceLimits::maxSampleMaskWords
• If stage is VK_SHADER_STAGE_VERTEX_BIT, the identified entry point must not include any
input variable in its interface that is decorated with CullDistance
• If stage is VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT or
VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT, and the identified entry point has an
OpExecutionMode instruction that specifies a patch size with OutputVertices, the patch size
must be greater than 0 and less than or equal to VkPhysicalDeviceLimits
::maxTessellationPatchSize
• If stage is a vertex processing stage, and the identified entry point writes to Layer for any
primitive, it must write the same value to Layer for all vertices of a given primitive
• If stage is a vertex processing stage, and the identified entry point writes to ViewportIndex
for any primitive, it must write the same value to ViewportIndex for all vertices of a given
primitive
• If stage is VK_SHADER_STAGE_FRAGMENT_BIT, the identified entry point must not include any
output variables in its interface decorated with CullDistance
• The SPIR-V code that was used to create module must be valid as described by the Khronos
SPIR-V Specification after applying the specializations provided in pSpecializationInfo, if
any, and then converting all specialization constants into fixed constants.
• flags must be 0
// Provided by VK_VERSION_1_0
typedef VkFlags VkPipelineShaderStageCreateFlags;
// Provided by VK_VERSION_1_0
typedef enum VkPipelineShaderStageCreateFlagBits {
} VkPipelineShaderStageCreateFlagBits;
Commands and structures which need to specify one or more shader stages do so using a bitmask
whose bits correspond to stages. Bits which can be set to specify shader stages are:
Note
// Provided by VK_VERSION_1_0
typedef VkFlags VkShaderStageFlags;
• pAllocator controls host memory allocation as described in the Memory Allocation chapter.
Valid Usage
• If pipelineCache is a valid handle, it must have been created, allocated, or retrieved from
device
Return Codes
Success
• VK_SUCCESS
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
• layout is the description of binding locations used by both the pipeline and descriptor sets used
with the pipeline.
• renderPass is a handle to a render pass object describing the environment in which the pipeline
will be used; the pipeline must only be used with an instance of any render pass compatible
with the one provided. See Render Pass Compatibility for more information.
• subpass is the index of the subpass in the render pass where this pipeline will be used.
The parameters basePipelineHandle and basePipelineIndex are described in more detail in Pipeline
Derivatives.
• If pStages includes a tessellation control shader stage and a tessellation evaluation shader
stage, pTessellationState must be a valid pointer to a valid
VkPipelineTessellationStateCreateInfo structure
• If pStages includes tessellation shader stages, the shader code of at least one stage must
contain an OpExecutionMode instruction that specifies the type of subdivision in the
pipeline
• If pStages includes tessellation shader stages, and the shader code of both stages contain
an OpExecutionMode instruction that specifies the type of subdivision in the pipeline, they
must both specify the same subdivision mode
• If pStages includes tessellation shader stages, the shader code of at least one stage must
contain an OpExecutionMode instruction that specifies the output patch size in the pipeline
• If pStages includes tessellation shader stages, and the shader code of both contain an
OpExecutionMode instruction that specifies the out patch size in the pipeline, they must
both specify the same patch size
• If pStages includes a geometry shader stage, and does not include any tessellation shader
stages, its shader code must contain an OpExecutionMode instruction that specifies an input
primitive type that is compatible with the primitive topology specified in pInputAssembly
• If pStages includes a geometry shader stage, and also includes tessellation shader stages,
its shader code must contain an OpExecutionMode instruction that specifies an input
• If pStages includes a fragment shader stage and a geometry shader stage, and the
fragment shader code reads from an input variable that is decorated with PrimitiveID,
then the geometry shader code must write to a matching output variable, decorated with
PrimitiveID, in all execution paths
• If pStages includes a fragment shader stage, its shader code must not read from any input
attachment that is defined as VK_ATTACHMENT_UNUSED in subpass
• The shader code for the entry points identified by pStages, and the rest of the state
identified by this structure must adhere to the pipeline linking rules described in the
Shader Interfaces chapter
• If rasterization is not disabled and the subpass uses color attachments, then for each color
attachment in the subpass the blendEnable member of the corresponding element of the
pAttachment member of pColorBlendState must be VK_FALSE if the attached image’s format
features does not contain VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BLEND_BIT
• If rasterization is not disabled and the subpass uses color attachments, the
attachmentCount member of pColorBlendState must be equal to the colorAttachmentCount
used to create subpass
• If the wide lines feature is not enabled, and no element of the pDynamicStates member of
pDynamicState is VK_DYNAMIC_STATE_LINE_WIDTH, the lineWidth member of
pRasterizationState must be 1.0
• If the depth bias clamping feature is not enabled, no element of the pDynamicStates
member of pDynamicState is VK_DYNAMIC_STATE_DEPTH_BIAS, and the depthBiasEnable
member of pRasterizationState is VK_TRUE, the depthBiasClamp member of
pRasterizationState must be 0.0
• If subpass does not use any color and/or depth/stencil attachments, then the
rasterizationSamples member of pMultisampleState must follow the rules for a zero-
attachment subpass
• If the renderPass has multiview enabled and subpass has more than one bit set in the view
mask and multiviewTessellationShader is not enabled, then pStages must not include
tessellation shaders
• If the renderPass has multiview enabled and subpass has more than one bit set in the view
mask and multiviewGeometryShader is not enabled, then pStages must not include a
geometry shader
• If the renderPass has multiview enabled and subpass has more than one bit set in the view
mask, shaders in the pipeline must not write to the Layer built-in output
• If the renderPass has multiview enabled, then all shaders must not include variables
decorated with the Layer built-in decoration in their interfaces
• If pStages includes a fragment shader stage and an input attachment was referenced by
an aspectMask at renderPass creation time, its shader code must only read from the aspects
that were specified for that input attachment
• The number of resources in layout accessible to each shader stage that is used by the
pipeline must be less than or equal to VkPhysicalDeviceLimits::maxPerStageResources
• Each of basePipelineHandle, layout, and renderPass that are valid handles of non-ignored
parameters must have been created, allocated, or retrieved from the same VkDevice
// Provided by VK_VERSION_1_0
typedef enum VkPipelineCreateFlagBits {
VK_PIPELINE_CREATE_DISABLE_OPTIMIZATION_BIT = 0x00000001,
VK_PIPELINE_CREATE_ALLOW_DERIVATIVES_BIT = 0x00000002,
VK_PIPELINE_CREATE_DERIVATIVE_BIT = 0x00000004,
// Provided by VK_VERSION_1_1
VK_PIPELINE_CREATE_VIEW_INDEX_FROM_DEVICE_INDEX_BIT = 0x00000008,
// Provided by VK_VERSION_1_1
VK_PIPELINE_CREATE_DISPATCH_BASE_BIT = 0x00000010,
VK_PIPELINE_CREATE_DISPATCH_BASE = VK_PIPELINE_CREATE_DISPATCH_BASE_BIT,
} VkPipelineCreateFlagBits;
// Provided by VK_VERSION_1_0
typedef VkFlags VkPipelineCreateFlags;
// Provided by VK_VERSION_1_0
typedef struct VkPipelineDynamicStateCreateInfo {
VkStructureType sType;
const void* pNext;
VkPipelineDynamicStateCreateFlags flags;
uint32_t dynamicStateCount;
const VkDynamicState* pDynamicStates;
} VkPipelineDynamicStateCreateInfo;
Valid Usage
• flags must be 0
VkPipelineDynamicStateCreateFlags is a bitmask type for setting a mask, but is currently reserved for
future use.
// Provided by VK_VERSION_1_0
typedef enum VkDynamicState {
VK_DYNAMIC_STATE_VIEWPORT = 0,
VK_DYNAMIC_STATE_SCISSOR = 1,
VK_DYNAMIC_STATE_LINE_WIDTH = 2,
VK_DYNAMIC_STATE_DEPTH_BIAS = 3,
VK_DYNAMIC_STATE_BLEND_CONSTANTS = 4,
VK_DYNAMIC_STATE_DEPTH_BOUNDS = 5,
VK_DYNAMIC_STATE_STENCIL_COMPARE_MASK = 6,
VK_DYNAMIC_STATE_STENCIL_WRITE_MASK = 7,
VK_DYNAMIC_STATE_STENCIL_REFERENCE = 8,
} VkDynamicState;
If tessellation shader stages are omitted, the tessellation shading and fixed-function stages of the
pipeline are skipped.
If a fragment shader is omitted, fragment color outputs have undefined values, and the fragment
depth value is unmodified. This can be useful for depth-only rendering.
Presence of some of the fixed-function stages in the pipeline is implicitly derived from enabled
shaders and provided state. For example, the fixed-function tessellator is always present when the
pipeline has valid Tessellation Control and Tessellation Evaluation shaders.
For example:
• Depth/stencil-only rendering in a subpass with no color attachments
▪ Vertex Shader
▪ VkPipelineVertexInputStateCreateInfo
▪ VkPipelineInputAssemblyStateCreateInfo
▪ VkPipelineViewportStateCreateInfo
▪ VkPipelineRasterizationStateCreateInfo
▪ VkPipelineMultisampleStateCreateInfo
▪ Vertex Shader
▪ Fragment Shader
▪ VkPipelineVertexInputStateCreateInfo
▪ VkPipelineInputAssemblyStateCreateInfo
▪ VkPipelineViewportStateCreateInfo
▪ VkPipelineRasterizationStateCreateInfo
▪ VkPipelineMultisampleStateCreateInfo
▪ VkPipelineColorBlendStateCreateInfo
▪ Vertex Shader
▪ Geometry Shader
▪ Fragment Shader
▪ VkPipelineVertexInputStateCreateInfo
▪ VkPipelineInputAssemblyStateCreateInfo
▪ VkPipelineTessellationStateCreateInfo
▪ VkPipelineViewportStateCreateInfo
▪ VkPipelineRasterizationStateCreateInfo
▪ VkPipelineMultisampleStateCreateInfo
▪ VkPipelineDepthStencilStateCreateInfo
▪ VkPipelineColorBlendStateCreateInfo
• pAllocator controls host memory allocation as described in the Memory Allocation chapter.
Valid Usage
• All submitted commands that refer to pipeline must have completed execution
• If pipeline is a valid handle, it must have been created, allocated, or retrieved from device
Host Synchronization
When an application attempts to create many pipelines in a single command, it is possible that
some subset may fail creation. In that case, the corresponding entries in the pPipelines output
array will be filled with VK_NULL_HANDLE values. If any pipeline fails creation despite valid
// Provided by VK_VERSION_1_0
VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkPipelineCache)
// Provided by VK_VERSION_1_0
VkResult vkCreatePipelineCache(
VkDevice device,
const VkPipelineCacheCreateInfo* pCreateInfo,
const VkAllocationCallbacks* pAllocator,
VkPipelineCache* pPipelineCache);
• pAllocator controls host memory allocation as described in the Memory Allocation chapter.
Note
Applications can track and manage the total host memory size of a pipeline cache
object using the pAllocator. Applications can limit the amount of data retrieved
from a pipeline cache object in vkGetPipelineCacheData. Implementations should
not internally limit the total number of entries added to a pipeline cache object or
the total host memory consumed.
Note
Implementations should make every effort to limit any critical sections to the
actual accesses to the cache, which is expected to be significantly shorter than the
duration of the vkCreate*Pipelines commands.
Return Codes
Success
• VK_SUCCESS
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
// Provided by VK_VERSION_1_0
typedef struct VkPipelineCacheCreateInfo {
VkStructureType sType;
const void* pNext;
VkPipelineCacheCreateFlags flags;
size_t initialDataSize;
const void* pInitialData;
} VkPipelineCacheCreateInfo;
• pInitialData is a pointer to previously retrieved pipeline cache data. If the pipeline cache data is
incompatible (as defined below) with the device, the pipeline cache will be initially empty. If
initialDataSize is zero, pInitialData is ignored.
Valid Usage
• If initialDataSize is not 0, pInitialData must have been retrieved from a previous call to
vkGetPipelineCacheData
• flags must be 0
// Provided by VK_VERSION_1_0
typedef VkFlags VkPipelineCacheCreateFlags;
VkPipelineCacheCreateFlags is a bitmask type for setting a mask, but is currently reserved for future
use.
• device is the logical device that owns the pipeline cache objects.
• pSrcCaches is a pointer to an array of pipeline cache handles, which will be merged into
dstCache. The previous contents of dstCache are included after the merge.
Note
Valid Usage
• Each element of pSrcCaches must have been created, allocated, or retrieved from device
Host Synchronization
Success
• VK_SUCCESS
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
Data can be retrieved from a pipeline cache object using the command:
// Provided by VK_VERSION_1_0
VkResult vkGetPipelineCacheData(
VkDevice device,
VkPipelineCache pipelineCache,
size_t* pDataSize,
void* pData);
• pDataSize is a pointer to a size_t value related to the amount of data in the pipeline cache, as
described below.
If pData is NULL, then the maximum size of the data that can be retrieved from the pipeline cache, in
bytes, is returned in pDataSize. Otherwise, pDataSize must point to a variable set by the user to the
size of the buffer, in bytes, pointed to by pData, and on return the variable is overwritten with the
amount of data actually written to pData.
If pDataSize is less than the maximum size that can be retrieved by the pipeline cache, at most
pDataSize bytes will be written to pData, and vkGetPipelineCacheData will return VK_INCOMPLETE. Any
data written to pData is valid and can be provided as the pInitialData member of the
VkPipelineCacheCreateInfo structure passed to vkCreatePipelineCache.
Two calls to vkGetPipelineCacheData with the same parameters must retrieve the same data unless a
command that modifies the contents of the cache is called between them.
Applications can store the data retrieved from the pipeline cache, and use these data, possibly in a
future run of the application, to populate new pipeline cache objects. The results of pipeline
compiles, however, may depend on the vendor ID, device ID, driver version, and other details of
the device. To enable applications to detect when previously retrieved data is incompatible with the
device, the initial bytes written to pData must be a header consisting of the following members:
The first four bytes encode the length of the entire pipeline cache header, in bytes. This value
includes all fields in the header including the pipeline cache version field and the size of the length
field.
The next four bytes encode the pipeline cache version, as described for
VkPipelineCacheHeaderVersion. A consumer of the pipeline cache should use the cache version to
interpret the remainder of the cache header.
If pDataSize is less than what is necessary to store this header, nothing will be written to pData and
zero will be written to pDataSize.
• If the value referenced by pDataSize is not 0, and pData is not NULL, pData must be a valid
pointer to an array of pDataSize bytes
Success
• VK_SUCCESS
• VK_INCOMPLETE
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
Possible values of the second group of four bytes in the header returned by
vkGetPipelineCacheData, encoding the pipeline cache version, are:
// Provided by VK_VERSION_1_0
typedef enum VkPipelineCacheHeaderVersion {
VK_PIPELINE_CACHE_HEADER_VERSION_ONE = 1,
} VkPipelineCacheHeaderVersion;
// Provided by VK_VERSION_1_0
void vkDestroyPipelineCache(
VkDevice device,
VkPipelineCache pipelineCache,
const VkAllocationCallbacks* pAllocator);
• device is the logical device that destroys the pipeline cache object.
• pAllocator controls host memory allocation as described in the Memory Allocation chapter.
Valid Usage
• If pipelineCache is a valid handle, it must have been created, allocated, or retrieved from
device
Host Synchronization
Note
Specialization constants are useful to allow a compute shader to have its local
workgroup size changed at runtime by the user, for example.
// Provided by VK_VERSION_1_0
typedef struct VkSpecializationInfo {
uint32_t mapEntryCount;
const VkSpecializationMapEntry* pMapEntries;
size_t dataSize;
const void* pData;
} VkSpecializationInfo;
Valid Usage
• The offset member of each element of pMapEntries must be less than dataSize
• The size member of each element of pMapEntries must be less than or equal to dataSize
minus offset
// Provided by VK_VERSION_1_0
typedef struct VkSpecializationMapEntry {
uint32_t constantID;
uint32_t offset;
size_t size;
} VkSpecializationMapEntry;
• offset is the byte offset of the specialization constant value within the supplied data buffer.
• size is the byte size of the specialization constant value within the supplied data buffer.
If a constantID value is not a specialization constant ID used in the shader, that map entry does not
affect the behavior of the pipeline.
Valid Usage
• For a constantID specialization constant declared in a shader, size must match the byte
size of the constantID. If the specialization constant is of type boolean, size must be the
byte size of VkBool32
From the above we have three specialization constants, one for each of the x, y & z elements of the
WorkgroupSize vector.
From the above we have two specialization constants, one is a signed 32-bit integer and the second
is a 32-bit floating-point.
struct SpecializationData {
int32_t data0;
float data1;
};
SpecializationData data;
data.data0 = -42; // set the data for the 32-bit integer
data.data1 = 42.0f; // set the data for the 32-bit floating-point
It is legal for a SPIR-V module with specializations to be compiled into a pipeline where no
// Provided by VK_VERSION_1_0
void vkCmdBindPipeline(
VkCommandBuffer commandBuffer,
VkPipelineBindPoint pipelineBindPoint,
VkPipeline pipeline);
• commandBuffer is the command buffer that the pipeline will be bound to.
Once bound, a pipeline binding affects subsequent graphics or compute commands in the
command buffer until a different pipeline is bound to the bind point. The pipeline bound to
VK_PIPELINE_BIND_POINT_COMPUTE controls the behavior of vkCmdDispatch and
vkCmdDispatchIndirect. The pipeline bound to VK_PIPELINE_BIND_POINT_GRAPHICS controls the
behavior of all drawing commands. No other commands are affected by the pipeline state.
Valid Usage
• If the variable multisample rate feature is not supported, pipeline is a graphics pipeline,
the current subpass uses no attachments, and this is not the first call to this function with
a graphics pipeline after transitioning to the current subpass, then the sample count
specified by this pipeline must match that set in the previous pipeline
• The VkCommandPool that commandBuffer was allocated from must support graphics, or
compute operations
• Both of commandBuffer, and pipeline must have been created, allocated, or retrieved from
the same VkDevice
Host Synchronization
• Host access to the VkCommandPool that commandBuffer was allocated from must be externally
synchronized
Command Properties
// Provided by VK_VERSION_1_0
typedef enum VkPipelineBindPoint {
VK_PIPELINE_BIND_POINT_GRAPHICS = 0,
VK_PIPELINE_BIND_POINT_COMPUTE = 1,
} VkPipelineBindPoint;
When a pipeline object is bound, the following applies to each state parameter:
• If the state is not specified as dynamic in the new pipeline object, then that command buffer
state is overwritten by the state in the new pipeline object. Before any draw or dispatch call
with this pipeline there must not have been any call to any of the corresponding dynamic state
setting commands after this pipeline was bound
• If the state is specified as dynamic in the new pipeline object, then that command buffer state is
not disturbed. Before any draw or dispatch call with this pipeline there must have been at least
one call to each of the corresponding dynamic state setting commands since the command
buffer recording was begun, or the last bound pipeline object with that state specified as static,
whichever was the latter
Dynamic state that does not affect the result of operations can be left undefined.
Note
For example, if blending is disabled by the pipeline object state then the dynamic
color blend constants do not need to be specified in the command buffer, even if
this state is specified as dynamic in the pipeline object.
Note
This memory may be used to store the implementation’s representation and state
of Vulkan objects.
Vulkan provides applications the opportunity to perform host memory allocations on behalf of the
Vulkan implementation. If this feature is not used, the implementation will perform its own
memory allocations. Since most memory allocations are off the critical path, this is not meant as a
performance feature. Rather, this can be useful for certain embedded systems, for debugging
purposes (e.g. putting a guard page after all host allocations), or for memory allocation logging.
// Provided by VK_VERSION_1_0
typedef struct VkAllocationCallbacks {
void* pUserData;
PFN_vkAllocationFunction pfnAllocation;
PFN_vkReallocationFunction pfnReallocation;
PFN_vkFreeFunction pfnFree;
PFN_vkInternalAllocationNotification pfnInternalAllocation;
PFN_vkInternalFreeNotification pfnInternalFree;
} VkAllocationCallbacks;
• pUserData is a value to be interpreted by the implementation of the callbacks. When any of the
callbacks in VkAllocationCallbacks are called, the Vulkan implementation will pass this value as
the first parameter to the callback. This value can vary each time an allocator is passed into a
command, even when the same object takes an allocator in multiple commands.
// Provided by VK_VERSION_1_0
typedef void* (VKAPI_PTR *PFN_vkAllocationFunction)(
void* pUserData,
size_t size,
size_t alignment,
VkSystemAllocationScope allocationScope);
• alignment is the requested alignment of the allocation in bytes and must be a power of two.
If pfnAllocation is unable to allocate the requested memory, it must return NULL. If the allocation
was successful, it must return a valid pointer to memory allocation containing at least size bytes,
and with the pointer value being a multiple of alignment.
Note
Correct Vulkan operation cannot be assumed if the application does not follow
these rules.
If pfnAllocation returns NULL, and if the implementation is unable to continue correct processing of
the current command without the requested allocation, it must treat this as a runtime error, and
generate VK_ERROR_OUT_OF_HOST_MEMORY at the appropriate time for the command in which the
condition was detected, as described in Return Codes.
// Provided by VK_VERSION_1_0
typedef void* (VKAPI_PTR *PFN_vkReallocationFunction)(
void* pUserData,
void* pOriginal,
size_t size,
size_t alignment,
VkSystemAllocationScope allocationScope);
• alignment is the requested alignment of the allocation in bytes and must be a power of two.
pfnReallocation must return an allocation with enough space for size bytes, and the contents of the
original allocation from bytes zero to min(original size, new size) - 1 must be preserved in the
returned allocation. If size is larger than the old size, the contents of the additional space are
undefined. If satisfying these requirements involves creating a new allocation, then the old
allocation should be freed.
If size is zero, then pfnReallocation must behave equivalently to a call to PFN_vkFreeFunction with
the same pUserData parameter value, and pMemory equal to pOriginal.
If pOriginal is non-NULL, the implementation must ensure that alignment is equal to the alignment
used to originally allocate pOriginal.
If this function fails and pOriginal is non-NULL the application must not free the old allocation.
pfnReallocation must follow the same rules for return values as PFN_vkAllocationFunction.
pMemory may be NULL, which the callback must handle safely. If pMemory is non-NULL, it must be a
pointer previously allocated by pfnAllocation or pfnReallocation. The application should free this
memory.
// Provided by VK_VERSION_1_0
typedef void (VKAPI_PTR *PFN_vkInternalAllocationNotification)(
void* pUserData,
size_t size,
VkInternalAllocationType allocationType,
VkSystemAllocationScope allocationScope);
// Provided by VK_VERSION_1_0
typedef void (VKAPI_PTR *PFN_vkInternalFreeNotification)(
void* pUserData,
size_t size,
VkInternalAllocationType allocationType,
VkSystemAllocationScope allocationScope);
Each allocation has an allocation scope defining its lifetime and which object it is associated with.
Possible values passed to the allocationScope parameter of the callback functions specified by
VkAllocationCallbacks, indicating the allocation scope, are:
// Provided by VK_VERSION_1_0
typedef enum VkSystemAllocationScope {
VK_SYSTEM_ALLOCATION_SCOPE_COMMAND = 0,
VK_SYSTEM_ALLOCATION_SCOPE_OBJECT = 1,
VK_SYSTEM_ALLOCATION_SCOPE_CACHE = 2,
VK_SYSTEM_ALLOCATION_SCOPE_DEVICE = 3,
VK_SYSTEM_ALLOCATION_SCOPE_INSTANCE = 4,
} VkSystemAllocationScope;
Most Vulkan commands operate on a single object, or there is a sole object that is being created or
manipulated. When an allocation uses an allocation scope of VK_SYSTEM_ALLOCATION_SCOPE_OBJECT or
VK_SYSTEM_ALLOCATION_SCOPE_CACHE, the allocation is scoped to the object being created or
manipulated.
When an implementation requires host memory, it will make callbacks to the application using the
most specific allocator and allocation scope available:
• If an allocation is scoped to the duration of a command, the allocator will use the
VK_SYSTEM_ALLOCATION_SCOPE_COMMAND allocation scope. The most specific allocator available is
used: if the object being created or manipulated has an allocator, that object’s allocator will be
used, else if the parent VkDevice has an allocator it will be used, else if the parent VkInstance has
an allocator it will be used. Else,
• If an allocation is associated with a VkPipelineCache object, the allocator will use the
VK_SYSTEM_ALLOCATION_SCOPE_CACHE allocation scope. The most specific allocator available is used
(cache, else device, else instance). Else,
• If an allocation is scoped to the lifetime of a device, the allocator will use an allocation scope of
VK_SYSTEM_ALLOCATION_SCOPE_DEVICE. The most specific allocator available is used (device, else
instance). Else,
• If the allocation is scoped to the lifetime of an instance and the instance has an allocator, its
allocator will be used with an allocation scope of VK_SYSTEM_ALLOCATION_SCOPE_INSTANCE.
Objects that are allocated from pools do not specify their own allocator. When an implementation
requires host memory for such an object, that memory is sourced from the object’s parent pool’s
allocator.
The application is not expected to handle allocating memory that is intended for execution by the
host due to the complexities of differing security implementations across multiple platforms. The
implementation will allocate such memory internally and invoke an application provided
informational callback when these internal allocations are allocated and freed. Upon allocation of
executable memory, pfnInternalAllocation will be called. Upon freeing executable memory,
pfnInternalFree will be called. An implementation will only call an informational callback for
executable memory allocations and frees.
// Provided by VK_VERSION_1_0
typedef enum VkInternalAllocationType {
VK_INTERNAL_ALLOCATION_TYPE_EXECUTABLE = 0,
} VkInternalAllocationType;
An implementation must only make calls into an application-provided allocator during the
execution of an API command. An implementation must only make calls into an application-
provided allocator from the same thread that called the provoking API command. The
implementation should not synchronize calls to any of the callbacks. If synchronization is needed,
the callbacks must provide it themselves. The informational callbacks are subject to the same
restrictions as the allocation callbacks.
If a non-NULL allocator is used, the pfnAllocation, pfnReallocation and pfnFree members must be
non-NULL and point to valid implementations of the callbacks. An application can choose to not
provide informational callbacks by setting both pfnInternalAllocation and pfnInternalFree to NULL.
pfnInternalAllocation and pfnInternalFree must either both be NULL or both be non-NULL.
If pfnAllocation or pfnReallocation fail, the implementation may fail object creation and/or
generate a VK_ERROR_OUT_OF_HOST_MEMORY error, as appropriate.
The following sets of rules define when an implementation is permitted to call the allocator
callbacks.
• Allocations scoped to a VkDevice or VkInstance may be allocated from any API command.
◦ vkCreatePipelineCache
◦ vkCreateDescriptorPool
◦ vkCreateCommandPool
◦ any vkCmd* command whose commandBuffer was allocated from that VkCommandPool
• Allocations scoped to any other object may only be allocated in that object’s vkCreate*
command.
pfnFree, or pfnReallocation with zero size, may be called in the following situations:
• Allocations scoped to a VkDevice or VkInstance may be freed from any API command.
• Allocations scoped to any other object may be freed in that object’s vkDestroy* command.
• Any command that allocates host memory may also free host memory of the same scope.
Memory properties of a physical device describe the memory heaps and memory types available.
// Provided by VK_VERSION_1_0
void vkGetPhysicalDeviceMemoryProperties(
VkPhysicalDevice physicalDevice,
VkPhysicalDeviceMemoryProperties* pMemoryProperties);
The number of memory heaps is given by memoryHeapCount and is less than or equal to
VK_MAX_MEMORY_HEAPS. Each heap is described by an element of the memoryHeaps array as a
VkMemoryHeap structure. The number of memory types available across all memory heaps is
given by memoryTypeCount and is less than or equal to VK_MAX_MEMORY_TYPES. Each memory type is
described by an element of the memoryTypes array as a VkMemoryType structure.
• 0
• VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT |
VK_MEMORY_PROPERTY_HOST_COHERENT_BIT
• VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT |
VK_MEMORY_PROPERTY_HOST_CACHED_BIT
• VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT |
• VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT
• VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT |
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT |
VK_MEMORY_PROPERTY_HOST_COHERENT_BIT
• VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT |
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT |
VK_MEMORY_PROPERTY_HOST_CACHED_BIT
• VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT |
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT |
VK_MEMORY_PROPERTY_HOST_CACHED_BIT |
VK_MEMORY_PROPERTY_HOST_COHERENT_BIT
• VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT |
VK_MEMORY_PROPERTY_LAZILY_ALLOCATED_BIT
• VK_MEMORY_PROPERTY_PROTECTED_BIT
• VK_MEMORY_PROPERTY_PROTECTED_BIT | VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT
There must be at least one memory type with both the VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT and
VK_MEMORY_PROPERTY_HOST_COHERENT_BIT bits set in its propertyFlags. There must be at least one
memory type with the VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT bit set in its propertyFlags.
For each pair of elements X and Y returned in memoryTypes, X must be placed at a lower index
position than Y if:
• the set of bit flags returned in the propertyFlags member of X is a strict subset of the set of bit
flags returned in the propertyFlags member of Y; or
• the propertyFlags members of X and Y are equal, and X belongs to a memory heap with greater
performance (as determined in an implementation-specific manner)
Note
There is no ordering requirement between X and Y elements for the case their
propertyFlags members are not in a subset relation. That potentially allows more
than one possible way to order the same set of memory types. Notice that the list of
all allowed memory property flag combinations is written in a valid order. But if
instead VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT was before
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, the
list would still be in a valid order.
This ordering requirement enables applications to use a simple search loop to select the desired
memory type along the lines of:
// Try to find an optimal memory type, or if it does not exist try fallback memory
type
// `device` is the VkDevice
// `image` is the VkImage that requires memory to be bound
// `memoryProperties` properties as returned by vkGetPhysicalDeviceMemoryProperties
// `requiredProperties` are the property flags that must be present
// `optimalProperties` are the property flags that are preferred by the application
VkMemoryRequirements memoryRequirements;
vkGetImageMemoryRequirements(device, image, &memoryRequirements);
int32_t memoryType =
findProperties(&memoryProperties, memoryRequirements.memoryTypeBits,
optimalProperties);
if (memoryType == -1) // not found; try fallback properties
memoryType =
findProperties(&memoryProperties, memoryRequirements.memoryTypeBits,
requiredProperties);
// Provided by VK_VERSION_1_1
void vkGetPhysicalDeviceMemoryProperties2(
VkPhysicalDevice physicalDevice,
VkPhysicalDeviceMemoryProperties2* pMemoryProperties);
// Provided by VK_VERSION_1_1
typedef struct VkPhysicalDeviceMemoryProperties2 {
VkStructureType sType;
void* pNext;
VkPhysicalDeviceMemoryProperties memoryProperties;
} VkPhysicalDeviceMemoryProperties2;
// Provided by VK_VERSION_1_0
typedef struct VkMemoryHeap {
VkDeviceSize size;
VkMemoryHeapFlags flags;
} VkMemoryHeap;
Bits which may be set in VkMemoryHeap::flags, indicating attribute flags for the heap, are:
// Provided by VK_VERSION_1_0
typedef VkFlags VkMemoryHeapFlags;
// Provided by VK_VERSION_1_0
typedef struct VkMemoryType {
VkMemoryPropertyFlags propertyFlags;
uint32_t heapIndex;
} VkMemoryType;
• heapIndex describes which memory heap this memory type corresponds to, and must be less
than memoryHeapCount from the VkPhysicalDeviceMemoryProperties structure.
// Provided by VK_VERSION_1_0
typedef enum VkMemoryPropertyFlagBits {
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT = 0x00000001,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT = 0x00000002,
VK_MEMORY_PROPERTY_HOST_COHERENT_BIT = 0x00000004,
VK_MEMORY_PROPERTY_HOST_CACHED_BIT = 0x00000008,
VK_MEMORY_PROPERTY_LAZILY_ALLOCATED_BIT = 0x00000010,
// Provided by VK_VERSION_1_1
VK_MEMORY_PROPERTY_PROTECTED_BIT = 0x00000020,
} VkMemoryPropertyFlagBits;
• VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT bit specifies that memory allocated with this type is the
most efficient for device access. This property will be set if and only if the memory type belongs
to a heap with the VK_MEMORY_HEAP_DEVICE_LOCAL_BIT set.
• VK_MEMORY_PROPERTY_HOST_CACHED_BIT bit specifies that memory allocated with this type is cached
on the host. Host memory accesses to uncached memory are slower than to cached memory,
however uncached memory is always host coherent.
• VK_MEMORY_PROPERTY_LAZILY_ALLOCATED_BIT bit specifies that the memory type only allows device
access to the memory. Memory types must not have both
VK_MEMORY_PROPERTY_LAZILY_ALLOCATED_BIT and VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT set.
Additionally, the object’s backing memory may be provided by the implementation lazily as
specified in Lazily Allocated Memory.
• VK_MEMORY_PROPERTY_PROTECTED_BIT bit specifies that the memory type only allows device access
to the memory, and allows protected queue operations to access the memory. Memory types
must not have VK_MEMORY_PROPERTY_PROTECTED_BIT set and any of
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT set, or VK_MEMORY_PROPERTY_HOST_COHERENT_BIT set, or
VK_MEMORY_PROPERTY_HOST_CACHED_BIT set.
// Provided by VK_VERSION_1_0
typedef VkFlags VkMemoryPropertyFlags;
A Vulkan device operates on data in device memory via memory objects that are represented in the
API by a VkDeviceMemory handle:
// Provided by VK_VERSION_1_0
VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkDeviceMemory)
// Provided by VK_VERSION_1_0
VkResult vkAllocateMemory(
VkDevice device,
const VkMemoryAllocateInfo* pAllocateInfo,
const VkAllocationCallbacks* pAllocator,
VkDeviceMemory* pMemory);
Allocations returned by vkAllocateMemory are guaranteed to meet any alignment requirement of the
implementation. For example, if an implementation requires 128 byte alignment for images and 64
byte alignment for buffers, the device memory returned through this mechanism would be 128-
byte aligned. This ensures that applications can correctly suballocate objects of different types
(with potentially different alignment requirements) in the same memory object.
When memory is allocated, its contents are undefined with the following constraint:
• The contents of unprotected memory must not be a function of data protected memory objects,
even if those memory objects were previously freed.
Note
The maximum number of valid memory allocations that can exist simultaneously within a
VkDevice may be restricted by implementation- or platform-dependent limits. The
maxMemoryAllocationCount feature describes the number of allocations that can exist simultaneously
before encountering these internal limits.
Note
For historical reasons, if maxMemoryAllocationCount is exceeded, some
implementations may return VK_ERROR_TOO_MANY_OBJECTS. Exceeding this limit will
result in undefined behavior, and an application should not rely on the use of the
returned error code in order to identify when the limit is reached.
Some platforms may have a limit on the maximum size of a single allocation. For example, certain
systems may fail to create allocations with a size greater than or equal to 4GB. Such a limit is
implementation-dependent, and if such a failure occurs then the error
VK_ERROR_OUT_OF_DEVICE_MEMORY must be returned.
Return Codes
Success
• VK_SUCCESS
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
• VK_ERROR_INVALID_EXTERNAL_HANDLE
// Provided by VK_VERSION_1_0
typedef struct VkMemoryAllocateInfo {
VkStructureType sType;
const void* pNext;
VkDeviceSize allocationSize;
uint32_t memoryTypeIndex;
} VkMemoryAllocateInfo;
• memoryTypeIndex is an index identifying a memory type from the memoryTypes array of the
VkPhysicalDeviceMemoryProperties structure
Valid Usage
• Each pNext member of any structure (including this one) in the pNext chain must be either
NULL or a pointer to a valid instance of VkExportMemoryAllocateInfo,
VkMemoryAllocateFlagsInfo, VkMemoryDedicatedAllocateInfo, or
VkMemoryOpaqueCaptureAddressAllocateInfo
• The sType value of each struct in the pNext chain must be unique
If the pNext chain includes a VkMemoryDedicatedAllocateInfo structure, then that structure includes a
handle of the sole buffer or image resource that the memory can be bound to.
• image is VK_NULL_HANDLE or a handle of an image which this memory will be bound to.
• buffer is VK_NULL_HANDLE or a handle of a buffer which this memory will be bound to.
Valid Usage
• Both of buffer, and image that are valid handles of non-ignored parameters must have
been created, allocated, or retrieved from the same VkDevice
When allocating memory that may be exported to another process or Vulkan instance, add a
VkExportMemoryAllocateInfo structure to the pNext chain of the VkMemoryAllocateInfo structure,
specifying the handle types that may be exported.
Valid Usage
// Provided by VK_VERSION_1_1
typedef struct VkMemoryAllocateFlagsInfo {
VkStructureType sType;
const void* pNext;
VkMemoryAllocateFlags flags;
uint32_t deviceMask;
} VkMemoryAllocateFlagsInfo;
• deviceMask is a mask of physical devices in the logical device, indicating that memory must be
On some implementations, allocations from a multi-instance heap may consume memory on all
physical devices even if the deviceMask excludes some devices. If
VkPhysicalDeviceGroupProperties::subsetAllocation is VK_TRUE, then memory is only consumed for
the devices in the device mask.
Note
Valid Usage
// Provided by VK_VERSION_1_1
typedef enum VkMemoryAllocateFlagBits {
VK_MEMORY_ALLOCATE_DEVICE_MASK_BIT = 0x00000001,
// Provided by VK_VERSION_1_2
VK_MEMORY_ALLOCATE_DEVICE_ADDRESS_BIT = 0x00000002,
// Provided by VK_VERSION_1_2
VK_MEMORY_ALLOCATE_DEVICE_ADDRESS_CAPTURE_REPLAY_BIT = 0x00000004,
} VkMemoryAllocateFlagBits;
// Provided by VK_VERSION_1_1
typedef VkFlags VkMemoryAllocateFlags;
// Provided by VK_VERSION_1_2
typedef struct VkMemoryOpaqueCaptureAddressAllocateInfo {
VkStructureType sType;
const void* pNext;
uint64_t opaqueCaptureAddress;
} VkMemoryOpaqueCaptureAddressAllocateInfo;
• opaqueCaptureAddress is the opaque capture address requested for the memory allocation.
Note
In most cases, it is expected that a non-zero opaqueAddress is an address retrieved
from vkGetDeviceMemoryOpaqueCaptureAddress on an identically created
This is, however, not a strict requirement because trace capture/replay tools may
need to adjust memory allocation parameters for imported memory.
// Provided by VK_VERSION_1_0
void vkFreeMemory(
VkDevice device,
VkDeviceMemory memory,
const VkAllocationCallbacks* pAllocator);
• pAllocator controls host memory allocation as described in the Memory Allocation chapter.
Before freeing a memory object, an application must ensure the memory object is no longer in use
by the device—for example by command buffers in the pending state. Memory can be freed whilst
still bound to resources, but those resources must not be used afterwards. If there are still any
bound images or buffers, the memory may not be immediately released by the implementation, but
must be released by the time all bound images and buffers have been destroyed. Once memory is
released, it is returned to the heap from which it was allocated.
How memory objects are bound to Images and Buffers is described in detail in the Resource
Memory Association section.
Note
As described below, host writes are not implicitly flushed when the memory object
is unmapped, but the implementation must guarantee that writes that have not
been flushed do not affect any other memory.
Valid Usage
• All submitted commands that refer to memory (via images or buffers) must have completed
execution
• If memory is a valid handle, it must have been created, allocated, or retrieved from device
Host Synchronization
Memory objects created with vkAllocateMemory are not directly host accessible.
To retrieve a host virtual address pointer to a region of a mappable memory object, call:
// Provided by VK_VERSION_1_0
VkResult vkMapMemory(
VkDevice device,
VkDeviceMemory memory,
VkDeviceSize offset,
VkDeviceSize size,
VkMemoryMapFlags flags,
void** ppData);
• offset is a zero-based byte offset from the beginning of the memory object.
• size is the size of the memory range to map, or VK_WHOLE_SIZE to map from offset to the end of
the allocation.
After a successful call to vkMapMemory the memory object memory is considered to be currently host
mapped.
Note
vkMapMemory will fail if the implementation is unable to allocate an appropriately
sized contiguous virtual address range, e.g. due to virtual address space
fragmentation or platform limits. In such cases, vkMapMemory must return
VK_ERROR_MEMORY_MAP_FAILED. The application can improve the likelihood of success
by reducing the size of the mapped range and/or removing unneeded mappings
using vkUnmapMemory.
vkMapMemory does not check whether the device memory is currently in use before returning the
host-accessible pointer. The application must guarantee that any previously submitted command
that writes to this range has completed before the host reads from or writes to that range, and that
any previously submitted command that reads from that range has completed before the host
writes to that region (see here for details on fulfilling such a guarantee). If the device memory was
allocated without the VK_MEMORY_PROPERTY_HOST_COHERENT_BIT set, these guarantees must be made for
an extended range: the application must round down the start of the range to the nearest multiple
of VkPhysicalDeviceLimits::nonCoherentAtomSize, and round the end of the range up to the nearest
multiple of VkPhysicalDeviceLimits::nonCoherentAtomSize.
While a range of device memory is host mapped, the application is responsible for synchronizing
both device and host access to that memory range.
Note
Valid Usage
• If size is not equal to VK_WHOLE_SIZE, size must be less than or equal to the size of the
memory minus offset
• memory must have been created with a memory type that reports
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT
• flags must be 0
Host Synchronization
Return Codes
Success
• VK_SUCCESS
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
• VK_ERROR_MEMORY_MAP_FAILED
// Provided by VK_VERSION_1_0
typedef VkFlags VkMemoryMapFlags;
VkMemoryMapFlags is a bitmask type for setting a mask, but is currently reserved for future use.
Two commands are provided to enable applications to work with non-coherent memory
allocations: vkFlushMappedMemoryRanges and vkInvalidateMappedMemoryRanges.
Note
If the memory object was created with the VK_MEMORY_PROPERTY_HOST_COHERENT_BIT
visibility operations still need to be managed on the device. See the description of
host access types for more information.
Within each range described by pMemoryRanges, each set of nonCoherentAtomSize bytes in that range is
flushed if any byte in that set has been written by the host since it was first host mapped, or the last
time it was flushed. If pMemoryRanges includes sets of nonCoherentAtomSize bytes where no bytes have
been written by the host, those bytes must not be flushed.
Unmapping non-coherent memory does not implicitly flush the host mapped memory, and host
writes that have not been flushed may not ever be visible to the device. However, implementations
must ensure that writes that have not been flushed do not become visible to any other memory.
Note
The above guarantee avoids a potential memory corruption in scenarios where
host writes to a mapped memory object have not been flushed before the memory
is unmapped (or freed), and the virtual address range is subsequently reused for a
different mapping (or memory allocation).
Success
• VK_SUCCESS
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
// Provided by VK_VERSION_1_0
VkResult vkInvalidateMappedMemoryRanges(
VkDevice device,
uint32_t memoryRangeCount,
const VkMappedMemoryRange* pMemoryRanges);
Within each range described by pMemoryRanges, each set of nonCoherentAtomSize bytes in that range is
invalidated if any byte in that set has been written by the device since it was first host mapped, or
the last time it was invalidated.
Note
Mapping non-coherent memory does not implicitly invalidate that memory.
Success
• VK_SUCCESS
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
// Provided by VK_VERSION_1_0
typedef struct VkMappedMemoryRange {
VkStructureType sType;
const void* pNext;
VkDeviceMemory memory;
VkDeviceSize offset;
VkDeviceSize size;
} VkMappedMemoryRange;
• offset is the zero-based byte offset from the beginning of the memory object.
• size is either the size of range, or VK_WHOLE_SIZE to affect the range from offset to the end of the
current mapping of the allocation.
Valid Usage
• If size is not equal to VK_WHOLE_SIZE, offset and size must specify a range contained
within the currently mapped range of memory
• If size is equal to VK_WHOLE_SIZE, offset must be within the currently mapped range of
memory
• If size is equal to VK_WHOLE_SIZE, the end of the current mapping of memory must be a
multiple of VkPhysicalDeviceLimits::nonCoherentAtomSize bytes from the beginning of the
memory object
To unmap a memory object once host access to it is no longer needed by the application, call:
// Provided by VK_VERSION_1_0
void vkUnmapMemory(
VkDevice device,
VkDeviceMemory memory);
Valid Usage
Host Synchronization
If the memory object is allocated from a heap with the VK_MEMORY_PROPERTY_LAZILY_ALLOCATED_BIT bit
set, that object’s backing memory may be provided by the implementation lazily. The actual
committed size of the memory may initially be as small as zero (or as large as the requested size),
and monotonically increases as additional memory is needed.
A memory type with this flag set is only allowed to be bound to a VkImage whose usage flags include
VK_IMAGE_USAGE_TRANSIENT_ATTACHMENT_BIT.
Using lazily allocated memory objects for framebuffer attachments that are not
needed once a render pass instance has completed may allow some
implementations to never allocate memory for such attachments.
To determine the amount of lazily-allocated memory that is currently committed for a memory
object, call:
// Provided by VK_VERSION_1_0
void vkGetDeviceMemoryCommitment(
VkDevice device,
VkDeviceMemory memory,
VkDeviceSize* pCommittedMemoryInBytes);
The implementation may update the commitment at any time, and the value returned by this query
may be out of date.
The implementation guarantees to allocate any committed memory from the heapIndex indicated by
the memory type that the memory object was created with.
Valid Usage
• memory must have been created with a memory type that reports
VK_MEMORY_PROPERTY_LAZILY_ALLOCATED_BIT
Protected memory divides device memory into protected device memory and unprotected device
memory.
◦ Unprotected device memory, which can be visible to the device and can be visible to the
host
◦ Protected device memory, which can be visible to the device but must not be visible to the
host
• Resources:
◦ Unprotected images and unprotected buffers, to which unprotected memory can be bound
◦ Protected images and protected buffers, to which protected memory can be bound
• Command buffers:
• Device queues:
• Queue submissions
◦ Protected queue submissions, through which protected command buffers can be submitted
• Queue operations
• Access protected memory within protected queue operations other than in framebuffer-space
pipeline stages, the compute shader stage, or the transfer stage.
Whether these operations are valid or not, or if any other invalid usage is performed, the
• Values written to unprotected device memory must not be a function of values from protected
memory.
Peer memory is memory that is allocated for a given physical device and then bound to a resource
and accessed by a different physical device, in a logical device that represents multiple physical
devices. Some ways of reading and writing peer memory may not be supported by a device.
// Provided by VK_VERSION_1_1
void vkGetDeviceGroupPeerMemoryFeatures(
VkDevice device,
uint32_t heapIndex,
uint32_t localDeviceIndex,
uint32_t remoteDeviceIndex,
VkPeerMemoryFeatureFlags* pPeerMemoryFeatures);
• heapIndex is the index of the memory heap from which the memory is allocated.
• localDeviceIndex is the device index of the physical device that performs the memory access.
• remoteDeviceIndex is the device index of the physical device that the memory is allocated for.
Valid Usage
// Provided by VK_VERSION_1_1
typedef enum VkPeerMemoryFeatureFlagBits {
VK_PEER_MEMORY_FEATURE_COPY_SRC_BIT = 0x00000001,
VK_PEER_MEMORY_FEATURE_COPY_DST_BIT = 0x00000002,
VK_PEER_MEMORY_FEATURE_GENERIC_SRC_BIT = 0x00000004,
VK_PEER_MEMORY_FEATURE_GENERIC_DST_BIT = 0x00000008,
} VkPeerMemoryFeatureFlagBits;
Note
The peer memory features of a memory heap also apply to any accesses that may
be performed during image layout transitions.
VK_PEER_MEMORY_FEATURE_COPY_DST_BIT must be supported for all host local heaps and for at least one
device local heap.
If a device does not support a peer memory feature, it is still valid to use a resource that includes
both local and peer memory bindings with the corresponding access type as long as only the local
bindings are actually accessed. For example, an application doing split-frame rendering would use
framebuffer attachments that include both local and peer memory bindings, but would scissor the
rendering to only update local memory.
// Provided by VK_VERSION_1_1
typedef VkFlags VkPeerMemoryFeatureFlags;
To query a 64-bit opaque capture address value from a memory object, call:
• device is the logical device that the memory object was allocated on.
The 64-bit return value is an opaque address representing the start of pInfo->memory.
Note
The expected usage for these opaque addresses is only for trace capture/replay
tools to store these addresses in a trace and subsequently specify them during
replay.
Valid Usage
// Provided by VK_VERSION_1_2
typedef struct VkDeviceMemoryOpaqueCaptureAddressInfo {
VkStructureType sType;
const void* pNext;
VkDeviceMemory memory;
} VkDeviceMemoryOpaqueCaptureAddressInfo;
Valid Usage
11.1. Buffers
Buffers represent linear arrays of data which are used for various purposes by binding them to a
graphics or compute pipeline via descriptor sets or via certain commands, or by directly specifying
them as parameters to certain commands.
// Provided by VK_VERSION_1_0
VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkBuffer)
// Provided by VK_VERSION_1_0
VkResult vkCreateBuffer(
VkDevice device,
const VkBufferCreateInfo* pCreateInfo,
const VkAllocationCallbacks* pAllocator,
VkBuffer* pBuffer);
• pAllocator controls host memory allocation as described in the Memory Allocation chapter.
• pBuffer is a pointer to a VkBuffer handle in which the resulting buffer object is returned.
Valid Usage
Return Codes
Success
• VK_SUCCESS
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
// Provided by VK_VERSION_1_0
typedef struct VkBufferCreateInfo {
VkStructureType sType;
const void* pNext;
VkBufferCreateFlags flags;
VkDeviceSize size;
VkBufferUsageFlags usage;
VkSharingMode sharingMode;
uint32_t queueFamilyIndexCount;
const uint32_t* pQueueFamilyIndices;
} VkBufferCreateInfo;
• sharingMode is a VkSharingMode value specifying the sharing mode of the buffer when it will be
accessed by multiple queue families.
• pQueueFamilyIndices is a list of queue families that will access this buffer (ignored if sharingMode
is not VK_SHARING_MODE_CONCURRENT).
• If the sparse bindings feature is not enabled, flags must not contain
VK_BUFFER_CREATE_SPARSE_BINDING_BIT
• If the sparse buffer residency feature is not enabled, flags must not contain
VK_BUFFER_CREATE_SPARSE_RESIDENCY_BIT
• If the sparse aliased residency feature is not enabled, flags must not contain
VK_BUFFER_CREATE_SPARSE_ALIASED_BIT
• If flags contains VK_BUFFER_CREATE_SPARSE_RESIDENCY_BIT or
VK_BUFFER_CREATE_SPARSE_ALIASED_BIT, it must also contain
VK_BUFFER_CREATE_SPARSE_BINDING_BIT
• If the pNext chain includes a VkExternalMemoryBufferCreateInfo structure, its
handleTypes member must only contain bits that are also in VkExternalBufferProperties
::externalMemoryProperties.compatibleHandleTypes, as returned by
vkGetPhysicalDeviceExternalBufferProperties with pExternalBufferInfo->handleType
equal to any one of the handle types specified in VkExternalMemoryBufferCreateInfo
::handleTypes
• If the protected memory feature is not enabled, flags must not contain
VK_BUFFER_CREATE_PROTECTED_BIT
• If any of the bits VK_BUFFER_CREATE_SPARSE_BINDING_BIT,
VK_BUFFER_CREATE_SPARSE_RESIDENCY_BIT, or VK_BUFFER_CREATE_SPARSE_ALIASED_BIT are set,
VK_BUFFER_CREATE_PROTECTED_BIT must not also be set
• Each pNext member of any structure (including this one) in the pNext chain must be either
NULL or a pointer to a valid instance of VkBufferOpaqueCaptureAddressCreateInfo or
VkExternalMemoryBufferCreateInfo
• The sType value of each struct in the pNext chain must be unique
Bits which can be set in VkBufferCreateInfo::usage, specifying usage behavior of a buffer, are:
// Provided by VK_VERSION_1_0
typedef enum VkBufferUsageFlagBits {
VK_BUFFER_USAGE_TRANSFER_SRC_BIT = 0x00000001,
VK_BUFFER_USAGE_TRANSFER_DST_BIT = 0x00000002,
VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT = 0x00000004,
VK_BUFFER_USAGE_STORAGE_TEXEL_BUFFER_BIT = 0x00000008,
VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT = 0x00000010,
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT = 0x00000020,
VK_BUFFER_USAGE_INDEX_BUFFER_BIT = 0x00000040,
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT = 0x00000080,
VK_BUFFER_USAGE_INDIRECT_BUFFER_BIT = 0x00000100,
// Provided by VK_VERSION_1_2
VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT = 0x00020000,
} VkBufferUsageFlagBits;
• VK_BUFFER_USAGE_INDEX_BUFFER_BIT specifies that the buffer is suitable for passing as the buffer
parameter to vkCmdBindIndexBuffer.
// Provided by VK_VERSION_1_0
typedef VkFlags VkBufferUsageFlags;
// Provided by VK_VERSION_1_0
typedef enum VkBufferCreateFlagBits {
VK_BUFFER_CREATE_SPARSE_BINDING_BIT = 0x00000001,
VK_BUFFER_CREATE_SPARSE_RESIDENCY_BIT = 0x00000002,
VK_BUFFER_CREATE_SPARSE_ALIASED_BIT = 0x00000004,
// Provided by VK_VERSION_1_1
VK_BUFFER_CREATE_PROTECTED_BIT = 0x00000008,
// Provided by VK_VERSION_1_2
VK_BUFFER_CREATE_DEVICE_ADDRESS_CAPTURE_REPLAY_BIT = 0x00000010,
} VkBufferCreateFlagBits;
See Sparse Resource Features and Physical Device Features for details of the sparse memory
features supported on a device.
// Provided by VK_VERSION_1_0
typedef VkFlags VkBufferCreateFlags;
To define a set of external memory handle types that may be used as backing store for a buffer, add
a VkExternalMemoryBufferCreateInfo structure to the pNext chain of the VkBufferCreateInfo
structure. The VkExternalMemoryBufferCreateInfo structure is defined as:
// Provided by VK_VERSION_1_1
typedef struct VkExternalMemoryBufferCreateInfo {
VkStructureType sType;
const void* pNext;
VkExternalMemoryHandleTypeFlags handleTypes;
} VkExternalMemoryBufferCreateInfo;
Note
Apps should avoid creating buffers with app-provided addresses and implementation-provided
addresses in the same process, to reduce the likelihood of VK_ERROR_INVALID_OPAQUE_CAPTURE_ADDRESS
errors.
Note
The expected usage for this is that a trace capture/replay tool will add the
VK_BUFFER_CREATE_DEVICE_ADDRESS_CAPTURE_REPLAY_BIT flag to all buffers that use
VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT, and during capture will save the
queried opaque device addresses in the trace. During replay, the buffers will be
created specifying the original address so any address values stored in the trace
data will remain valid.
Implementations are expected to separate such buffers in the GPU address space
so normal allocations will avoid using these addresses. Apps/tools should avoid
mixing app-provided and implementation-provided addresses for buffers created
with VK_BUFFER_CREATE_DEVICE_ADDRESS_CAPTURE_REPLAY_BIT, to avoid address space
allocation conflicts.
• pAllocator controls host memory allocation as described in the Memory Allocation chapter.
Valid Usage
• All submitted commands that refer to buffer, either directly or via a VkBufferView, must
have completed execution
• If buffer is a valid handle, it must have been created, allocated, or retrieved from device
Host Synchronization
• VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT
• VK_BUFFER_USAGE_STORAGE_TEXEL_BUFFER_BIT
// Provided by VK_VERSION_1_0
VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkBufferView)
// Provided by VK_VERSION_1_0
VkResult vkCreateBufferView(
VkDevice device,
const VkBufferViewCreateInfo* pCreateInfo,
const VkAllocationCallbacks* pAllocator,
VkBufferView* pView);
• pAllocator controls host memory allocation as described in the Memory Allocation chapter.
• pView is a pointer to a VkBufferView handle in which the resulting buffer view object is
returned.
Return Codes
Success
• VK_SUCCESS
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
• format is a VkFormat describing the format of the data elements in the buffer.
• offset is an offset in bytes from the base address of the buffer. Accesses to the buffer view from
shaders use addressing that is relative to this starting offset.
• range is a size in bytes of the buffer view. If range is equal to VK_WHOLE_SIZE, the range from
offset to the end of the buffer is used. If VK_WHOLE_SIZE is used and the remaining size of the
buffer is not a multiple of the texel block size of format, the nearest smaller multiple is used.
• If range is not equal to VK_WHOLE_SIZE, range must be an integer multiple of the texel block
size of format
• If range is not equal to VK_WHOLE_SIZE, the number of texel buffer elements given by (⌊range
/ (texel block size)⌋ × (texels per block)) where texel block size and texels per block are as
defined in the Compatible Formats table for format, must be less than or equal to
VkPhysicalDeviceLimits::maxTexelBufferElements
• If range is not equal to VK_WHOLE_SIZE, the sum of offset and range must be less than or
equal to the size of buffer
• If range is equal to VK_WHOLE_SIZE, the number of texel buffer elements given by (⌊(size -
offset) / (texel block size)⌋ × (texels per block)) where size is the size of buffer, and texel
block size and texels per block are as defined in the Compatible Formats table for format,
must be less than or equal to VkPhysicalDeviceLimits::maxTexelBufferElements
• buffer must have been created with a usage value containing at least one of
VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT or VK_BUFFER_USAGE_STORAGE_TEXEL_BUFFER_BIT
• flags must be 0
VkBufferViewCreateFlags is a bitmask type for setting a mask, but is currently reserved for future
use.
// Provided by VK_VERSION_1_0
void vkDestroyBufferView(
VkDevice device,
VkBufferView bufferView,
const VkAllocationCallbacks* pAllocator);
• pAllocator controls host memory allocation as described in the Memory Allocation chapter.
Valid Usage
• All submitted commands that refer to bufferView must have completed execution
• If bufferView is a valid handle, it must have been created, allocated, or retrieved from
device
Host Synchronization
// Provided by VK_VERSION_1_0
VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkImage)
// Provided by VK_VERSION_1_0
VkResult vkCreateImage(
VkDevice device,
const VkImageCreateInfo* pCreateInfo,
const VkAllocationCallbacks* pAllocator,
VkImage* pImage);
• pAllocator controls host memory allocation as described in the Memory Allocation chapter.
• pImage is a pointer to a VkImage handle in which the resulting image object is returned.
Valid Usage
Success
• VK_SUCCESS
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
// Provided by VK_VERSION_1_0
typedef struct VkImageCreateInfo {
VkStructureType sType;
const void* pNext;
VkImageCreateFlags flags;
VkImageType imageType;
VkFormat format;
VkExtent3D extent;
uint32_t mipLevels;
uint32_t arrayLayers;
VkSampleCountFlagBits samples;
VkImageTiling tiling;
VkImageUsageFlags usage;
VkSharingMode sharingMode;
uint32_t queueFamilyIndexCount;
const uint32_t* pQueueFamilyIndices;
VkImageLayout initialLayout;
} VkImageCreateInfo;
• imageType is a VkImageType value specifying the basic dimensionality of the image. Layers in
array textures do not count as a dimension for the purposes of the image type.
• format is a VkFormat describing the format and type of the texel blocks that will be contained in
the image.
• extent is a VkExtent3D describing the number of data elements in each dimension of the base
level.
• mipLevels describes the number of levels of detail available for minified sampling of the image.
• tiling is a VkImageTiling value specifying the tiling arrangement of the texel blocks in memory.
• sharingMode is a VkSharingMode value specifying the sharing mode of the image when it will be
accessed by multiple queue families.
• pQueueFamilyIndices is a list of queue families that will access this image (ignored if sharingMode
is not VK_SHARING_MODE_CONCURRENT).
Images created with tiling equal to VK_IMAGE_TILING_LINEAR have further restrictions on their limits
and capabilities compared to images created with tiling equal to VK_IMAGE_TILING_OPTIMAL. Creation
of images with tiling VK_IMAGE_TILING_LINEAR may not be supported unless other parameters meet
all of the constraints:
• imageType is VK_IMAGE_TYPE_2D
• mipLevels is 1
• arrayLayers is 1
• samples is VK_SAMPLE_COUNT_1_BIT
Images created with a format from one of those listed in Formats requiring sampler Y′CBCR
conversion for VK_IMAGE_ASPECT_COLOR_BIT image views have further restrictions on their limits and
capabilities compared to images created with other formats. Creation of images with a format
requiring Y′CBCR conversion may not be supported unless other parameters meet all of the
constraints:
• imageType is VK_IMAGE_TYPE_2D
• mipLevels is 1
• arrayLayers is 1
• samples is VK_SAMPLE_COUNT_1_BIT
Implementations may support additional limits and capabilities beyond those listed above.
To determine the set of valid usage bits for a given format, call
vkGetPhysicalDeviceFormatProperties.
If the size of the resultant image would exceed maxResourceSize, then vkCreateImage must fail and
return VK_ERROR_OUT_OF_DEVICE_MEMORY. This failure may occur even when all image creation
parameters satisfy their valid usage requirements.
Valid values for some image creation parameters are limited by a numerical upper bound or
by inclusion in a bitset. For example, VkImageCreateInfo::arrayLayers is limited by
imageCreateMaxArrayLayers, defined below; and VkImageCreateInfo::samples is limited by
imageCreateSampleCounts, also defined below.
Several limiting values are defined below, as well as assisting values from which the limiting
values are derived. The limiting values are referenced by the relevant valid usage statements
of VkImageCreateInfo.
• Let VkBool32 imageCreateMaybeLinear indicate if the resultant image may be linear. (The
definition below is trivial because certain extensions are disabled in this build of the
specification).
• Each of the following values (as described in Image Creation Limits) must not be
undefined imageCreateMaxMipLevels, imageCreateMaxArrayLayers, imageCreateMaxExtent, and
imageCreateSampleCounts
• If sharingMode is VK_SHARING_MODE_CONCURRENT, pQueueFamilyIndices must be a valid pointer
to an array of queueFamilyIndexCount uint32_t values
• mipLevels must be less than or equal to the number of levels in the complete mipmap
chain based on extent.width, extent.height, and extent.depth
• samples must be a bit value that is set in imageCreateSampleCounts (as defined in Image
Creation Limits)
• If the multisampled storage images feature is not enabled, and usage contains
VK_IMAGE_USAGE_STORAGE_BIT, samples must be VK_SAMPLE_COUNT_1_BIT
• If the sparse bindings feature is not enabled, flags must not contain
VK_IMAGE_CREATE_SPARSE_BINDING_BIT
• If the sparse aliased residency feature is not enabled, flags must not contain
VK_IMAGE_CREATE_SPARSE_ALIASED_BIT
• If tiling is VK_IMAGE_TILING_LINEAR, flags must not contain
VK_IMAGE_CREATE_SPARSE_RESIDENCY_BIT
• If imageType is VK_IMAGE_TYPE_1D, flags must not contain
VK_IMAGE_CREATE_SPARSE_RESIDENCY_BIT
• If the sparse residency for 2D images feature is not enabled, and imageType is
VK_IMAGE_TYPE_2D, flags must not contain VK_IMAGE_CREATE_SPARSE_RESIDENCY_BIT
• If the sparse residency for 3D images feature is not enabled, and imageType is
VK_IMAGE_TYPE_3D, flags must not contain VK_IMAGE_CREATE_SPARSE_RESIDENCY_BIT
• If the sparse residency for images with 2 samples feature is not enabled, imageType is
VK_IMAGE_TYPE_2D, and samples is VK_SAMPLE_COUNT_2_BIT, flags must not contain
VK_IMAGE_CREATE_SPARSE_RESIDENCY_BIT
• If the sparse residency for images with 4 samples feature is not enabled, imageType is
VK_IMAGE_TYPE_2D, and samples is VK_SAMPLE_COUNT_4_BIT, flags must not contain
VK_IMAGE_CREATE_SPARSE_RESIDENCY_BIT
• If the sparse residency for images with 8 samples feature is not enabled, imageType is
VK_IMAGE_TYPE_2D, and samples is VK_SAMPLE_COUNT_8_BIT, flags must not contain
VK_IMAGE_CREATE_SPARSE_RESIDENCY_BIT
• If the protected memory feature is not enabled, flags must not contain
VK_IMAGE_CREATE_PROTECTED_BIT
• If any of the bits VK_IMAGE_CREATE_SPARSE_BINDING_BIT,
VK_IMAGE_CREATE_SPARSE_RESIDENCY_BIT, or VK_IMAGE_CREATE_SPARSE_ALIASED_BIT are set,
VK_IMAGE_CREATE_PROTECTED_BIT must not also be set
• If the image format is one of those listed in Formats requiring sampler Y′CBCR conversion
for VK_IMAGE_ASPECT_COLOR_BIT image views, then mipLevels must be 1
• If the image format is one of those listed in Formats requiring sampler Y′CBCR conversion
for VK_IMAGE_ASPECT_COLOR_BIT image views, samples must be VK_SAMPLE_COUNT_1_BIT
• If the image format is one of those listed in Formats requiring sampler Y′CBCR conversion
for VK_IMAGE_ASPECT_COLOR_BIT image views, imageType must be VK_IMAGE_TYPE_2D
• If the image format is one of those listed in Formats requiring sampler Y′CBCR conversion
• Each pNext member of any structure (including this one) in the pNext chain must be either
NULL or a pointer to a valid instance of VkExternalMemoryImageCreateInfo,
VkImageFormatListCreateInfo, or VkImageStencilUsageCreateInfo
• The sType value of each struct in the pNext chain must be unique
To define a set of external memory handle types that may be used as backing store for an image,
add a VkExternalMemoryImageCreateInfo structure to the pNext chain of the VkImageCreateInfo
structure. The VkExternalMemoryImageCreateInfo structure is defined as:
// Provided by VK_VERSION_1_1
typedef struct VkExternalMemoryImageCreateInfo {
VkStructureType sType;
const void* pNext;
VkExternalMemoryHandleTypeFlags handleTypes;
} VkExternalMemoryImageCreateInfo;
Note
// Provided by VK_VERSION_1_2
typedef struct VkImageFormatListCreateInfo {
VkStructureType sType;
const void* pNext;
uint32_t viewFormatCount;
const VkFormat* pViewFormats;
} VkImageFormatListCreateInfo;
• pViewFormats is an array which lists of all formats which can be used when creating views of
this image.
Bits which can be set in VkImageCreateInfo::usage, specifying intended usage of an image, are:
• VK_IMAGE_USAGE_TRANSFER_SRC_BIT specifies that the image can be used as the source of a transfer
command.
• VK_IMAGE_USAGE_SAMPLED_BIT specifies that the image can be used to create a VkImageView suitable
for occupying a VkDescriptorSet slot either of type VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE or
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, and be sampled by a shader.
• VK_IMAGE_USAGE_STORAGE_BIT specifies that the image can be used to create a VkImageView suitable
for occupying a VkDescriptorSet slot of type VK_DESCRIPTOR_TYPE_STORAGE_IMAGE.
// Provided by VK_VERSION_1_0
typedef VkFlags VkImageUsageFlags;
• VK_IMAGE_CREATE_EXTENDED_USAGE_BIT specifies that the image can be created with usage flags that
are not supported for the format the image is created with but are supported for at least one
format a VkImageView created from the image can have.
• VK_IMAGE_CREATE_ALIAS_BIT specifies that two images created with the same creation parameters
and aliased to the same memory can interpret the contents of the memory consistently with
each other, subject to the rules described in the Memory Aliasing section. This flag further
specifies that each plane of a disjoint image can share an in-memory non-linear representation
with single-plane images, and that a single-plane image can share an in-memory non-linear
representation with a plane of a multi-planar disjoint image, according to the rules in
Compatible formats of planes of multi-planar formats. If the pNext chain includes a
VkExternalMemoryImageCreateInfo structure whose handleTypes member is not 0, it is as if
VK_IMAGE_CREATE_ALIAS_BIT is set.
See Sparse Resource Features and Sparse Physical Device Features for more details.
// Provided by VK_VERSION_1_0
typedef VkFlags VkImageCreateFlags;
// Provided by VK_VERSION_1_0
typedef enum VkImageType {
VK_IMAGE_TYPE_1D = 0,
VK_IMAGE_TYPE_2D = 1,
VK_IMAGE_TYPE_3D = 2,
} VkImageType;
• VK_IMAGE_TILING_LINEAR specifies linear tiling (texels are laid out in memory in row-major order,
possibly with some padding on each row).
// Provided by VK_VERSION_1_0
void vkGetImageSubresourceLayout(
VkDevice device,
VkImage image,
const VkImageSubresource* pSubresource,
VkSubresourceLayout* pLayout);
The image must be linear. The returned layout is valid for host access.
• The aspectMask member of pSubresource must only have a single bit set
• The mipLevel member of pSubresource must be less than the mipLevels specified in
VkImageCreateInfo when image was created
• The arrayLayer member of pSubresource must be less than the arrayLayers specified in
VkImageCreateInfo when image was created
• If the tiling of the image is VK_IMAGE_TILING_LINEAR and its format is a multi-planar format
with two planes, the aspectMask member of pSubresource must be
VK_IMAGE_ASPECT_PLANE_0_BIT or VK_IMAGE_ASPECT_PLANE_1_BIT
• If the tiling of the image is VK_IMAGE_TILING_LINEAR and its format is a multi-planar format
with three planes, the aspectMask member of pSubresource must be
VK_IMAGE_ASPECT_PLANE_0_BIT, VK_IMAGE_ASPECT_PLANE_1_BIT or VK_IMAGE_ASPECT_PLANE_2_BIT
// Provided by VK_VERSION_1_0
typedef struct VkImageSubresource {
VkImageAspectFlags aspectMask;
uint32_t mipLevel;
uint32_t arrayLayer;
} VkImageSubresource;
// Provided by VK_VERSION_1_0
typedef struct VkSubresourceLayout {
VkDeviceSize offset;
VkDeviceSize size;
VkDeviceSize rowPitch;
VkDeviceSize arrayPitch;
VkDeviceSize depthPitch;
} VkSubresourceLayout;
• offset is the byte offset from the start of the image or the plane where the image subresource
begins.
• size is the size in bytes of the image subresource. size includes any extra memory that is
required based on rowPitch.
• rowPitch describes the number of bytes between each row of texels in an image.
• arrayPitch describes the number of bytes between each array layer of an image.
If the image is linear, then rowPitch, arrayPitch and depthPitch describe the layout of the image
subresource in linear memory. For uncompressed formats, rowPitch is the number of bytes between
texels with the same x coordinate in adjacent rows (y coordinates differ by one). arrayPitch is the
number of bytes between texels with the same x and y coordinate in adjacent array layers of the
image (array layer values differ by one). depthPitch is the number of bytes between texels with the
same x and y coordinate in adjacent slices of a 3D image (z coordinates differ by one). Expressed as
an addressing formula, the starting byte of a texel in the image subresource has address:
For compressed formats, the rowPitch is the number of bytes between compressed texel blocks in
adjacent rows. arrayPitch is the number of bytes between compressed texel blocks in adjacent
array layers. depthPitch is the number of bytes between compressed texel blocks in adjacent slices
of a 3D image.
The value of arrayPitch is undefined for images that were not created as arrays. depthPitch is
defined only for 3D images.
If the image has a single-plane color format , then the aspectMask member of VkImageSubresource
must be VK_IMAGE_ASPECT_COLOR_BIT.
If the image has a depth/stencil format , then aspectMask must be either VK_IMAGE_ASPECT_DEPTH_BIT
or VK_IMAGE_ASPECT_STENCIL_BIT. On implementations that store depth and stencil aspects separately,
querying each of these image subresource layouts will return a different offset and size
representing the region of memory used for that aspect. On implementations that store depth and
stencil aspects interleaved, the same offset and size are returned and represent the interleaved
memory allocation.
If the image has a multi-planar format , then the aspectMask member of VkImageSubresource must be
VK_IMAGE_ASPECT_PLANE_0_BIT, VK_IMAGE_ASPECT_PLANE_1_BIT, or (for 3-plane formats only)
VK_IMAGE_ASPECT_PLANE_2_BIT. Querying each of these image subresource layouts will return a
different offset and size representing the region of memory used for that plane. If the image is
disjoint, then the offset is relative to the base address of the plane. If the image is non-disjoint, then
the offset is relative to the base address of the image.
// Provided by VK_VERSION_1_0
void vkDestroyImage(
VkDevice device,
VkImage image,
const VkAllocationCallbacks* pAllocator);
• pAllocator controls host memory allocation as described in the Memory Allocation chapter.
Valid Usage
• All submitted commands that refer to image, either directly or via a VkImageView, must
have completed execution
• If image is a valid handle, it must have been created, allocated, or retrieved from device
Host Synchronization
Valid uses of a VkImage may depend on the image’s format features, defined below. Such
constraints are documented in the affected valid usage statement.
• If the image was created with VK_IMAGE_TILING_LINEAR, then its set of format features is the value
of VkFormatProperties::linearTilingFeatures found by calling
vkGetPhysicalDeviceFormatProperties on the same format as VkImageCreateInfo::format.
• If the image was created with VK_IMAGE_TILING_OPTIMAL, then its set of format features is the
value of VkFormatProperties::optimalTilingFeatures found by calling
vkGetPhysicalDeviceFormatProperties on the same format as VkImageCreateInfo::format.
A complete mipmap chain is the full set of miplevels, from the largest miplevel provided, down to
the minimum miplevel size.
Conventional Images
For conventional images, the dimensions of each successive miplevel, n+1, are:
widthn+1 = max(⌊widthn/2⌋, 1)
heightn+1 = max(⌊heightn/2⌋, 1)
depthn+1 = max(⌊depthn/2⌋, 1)
where widthn, heightn, and depthn are the dimensions of the next larger miplevel, n.
where width0, height0, and depth0 are the dimensions of the largest (most detailed) miplevel, 0.
Note
Each layout may offer optimal performance for a specific usage of image memory.
For example, an image with a layout of VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL
may provide optimal performance for use as a color attachment, but be
unsupported for use in transfer commands. Applications can transition an image
subresource from one layout to another in order to achieve optimal performance
when the image subresource is used for multiple kinds of operations. After
initialization, applications need not use any layout other than the general layout,
though this may produce suboptimal performance on some implementations.
Upon creation, all image subresources of an image are initially in the same layout, where that
layout is selected by the VkImageCreateInfo::initialLayout member. The initialLayout must be
either VK_IMAGE_LAYOUT_UNDEFINED or VK_IMAGE_LAYOUT_PREINITIALIZED. If it is
VK_IMAGE_LAYOUT_PREINITIALIZED, then the image data can be preinitialized by the host while using
this layout, and the transition away from this layout will preserve that data. If it is
VK_IMAGE_LAYOUT_UNDEFINED, then the contents of the data are considered to be undefined, and the
transition away from this layout is not guaranteed to preserve that data. For either of these initial
layouts, any image subresources must be transitioned to another layout before they are accessed
by the device.
Host access to image memory is only well-defined for linear images and for image subresources of
those images which are currently in either the VK_IMAGE_LAYOUT_PREINITIALIZED or
// Provided by VK_VERSION_1_0
typedef enum VkImageLayout {
VK_IMAGE_LAYOUT_UNDEFINED = 0,
VK_IMAGE_LAYOUT_GENERAL = 1,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL = 2,
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL = 3,
VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL = 4,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL = 5,
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL = 6,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL = 7,
VK_IMAGE_LAYOUT_PREINITIALIZED = 8,
// Provided by VK_VERSION_1_1
VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_STENCIL_ATTACHMENT_OPTIMAL = 1000117000,
// Provided by VK_VERSION_1_1
VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_STENCIL_READ_ONLY_OPTIMAL = 1000117001,
// Provided by VK_VERSION_1_2
VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_OPTIMAL = 1000241000,
// Provided by VK_VERSION_1_2
VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_OPTIMAL = 1000241001,
// Provided by VK_VERSION_1_2
VK_IMAGE_LAYOUT_STENCIL_ATTACHMENT_OPTIMAL = 1000241002,
// Provided by VK_VERSION_1_2
VK_IMAGE_LAYOUT_STENCIL_READ_ONLY_OPTIMAL = 1000241003,
} VkImageLayout;
• VK_IMAGE_LAYOUT_UNDEFINED does not support device access. This layout must only be used as the
initialLayout member of VkImageCreateInfo or VkAttachmentDescription, or as the oldLayout in
an image transition. When transitioning out of this layout, the contents of the memory are not
guaranteed to be preserved.
• VK_IMAGE_LAYOUT_PREINITIALIZED does not support device access. This layout must only be used
as the initialLayout member of VkImageCreateInfo or VkAttachmentDescription, or as the
oldLayout in an image transition. When transitioning out of this layout, the contents of the
memory are preserved. This layout is intended to be used as the initial layout for an image
whose contents are written by the host, and hence the data can be written to memory
immediately, without first executing a layout transition. Currently,
VK_IMAGE_LAYOUT_PREINITIALIZED is only useful with linear images because there is not a standard
layout defined for VK_IMAGE_TILING_OPTIMAL images.
The layout of each image subresource is not a state of the image subresource itself, but is rather a
property of how the data in memory is organized, and thus for each mechanism of accessing an
image in the API the application must specify a parameter or structure member that indicates
which image layout the image subresource(s) are considered to be in when the image will be
accessed. For transfer commands, this is a parameter to the command (see Clear Commands and
Copy Commands). For use as a framebuffer attachment, this is a member in the substructures of the
VkRenderPassCreateInfo (see Render Pass). For use in a descriptor set, this is a member in the
VkDescriptorImageInfo structure (see Descriptor Set Updates).
At the time that any command buffer command accessing an image executes on any queue, the
layouts of the image subresources that are accessed must all match exactly the layout specified via
the API controlling those accesses , except in case of accesses to an image with a depth/stencil
format performed through descriptors referring to only a single aspect of the image, where the
following relaxed matching rules apply:
• Descriptors referring just to the depth aspect of a depth/stencil image only need to match in the
image layout of the depth aspect, thus VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL and
VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_STENCIL_ATTACHMENT_OPTIMAL are considered to match.
• Descriptors referring just to the stencil aspect of a depth/stencil image only need to match in the
image layout of the stencil aspect, thus VK_IMAGE_LAYOUT_DEPTH_STENCIL_READ_ONLY_OPTIMAL and
VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_STENCIL_READ_ONLY_OPTIMAL are considered to match .
When performing a layout transition on an image subresource, the old layout value must either
equal the current layout of the image subresource (at the time the transition executes), or else be
VK_IMAGE_LAYOUT_UNDEFINED (implying that the contents of the image subresource need not be
preserved). The new layout used in a transition must not be VK_IMAGE_LAYOUT_UNDEFINED or
VK_IMAGE_LAYOUT_PREINITIALIZED.
// Provided by VK_VERSION_1_0
VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkImageView)
// Provided by VK_VERSION_1_0
typedef enum VkImageViewType {
VK_IMAGE_VIEW_TYPE_1D = 0,
VK_IMAGE_VIEW_TYPE_2D = 1,
VK_IMAGE_VIEW_TYPE_3D = 2,
VK_IMAGE_VIEW_TYPE_CUBE = 3,
VK_IMAGE_VIEW_TYPE_1D_ARRAY = 4,
VK_IMAGE_VIEW_TYPE_2D_ARRAY = 5,
VK_IMAGE_VIEW_TYPE_CUBE_ARRAY = 6,
} VkImageViewType;
The exact image view type is partially implicit, based on the image’s type and sample count, as well
// Provided by VK_VERSION_1_0
VkResult vkCreateImageView(
VkDevice device,
const VkImageViewCreateInfo* pCreateInfo,
const VkAllocationCallbacks* pAllocator,
VkImageView* pView);
• pAllocator controls host memory allocation as described in the Memory Allocation chapter.
• pView is a pointer to a VkImageView handle in which the resulting image view object is
returned.
Return Codes
Success
• VK_SUCCESS
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
• format is a VkFormat describing the format and type used to interpret texel blocks in the image.
Some of the image creation parameters are inherited by the view. In particular, image view creation
inherits the implicit parameter usage specifying the allowed usages of the image view that, by
default, takes the value of the corresponding usage parameter specified in VkImageCreateInfo at
image creation time.
If image was created with the VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT flag, and if the format of the image
is not multi-planar, format can be different from the image’s format, but if image was created
without the VK_IMAGE_CREATE_BLOCK_TEXEL_VIEW_COMPATIBLE_BIT flag and they are not equal they must
be compatible. Image format compatibility is defined in the Format Compatibility Classes section.
Views of compatible formats will have the same mapping between texel coordinates and memory
locations irrespective of the format, with only the interpretation of the bit pattern changing.
that happens to have the bit pattern of a floating point denorm or NaN may be
flushed or canonicalized when written or read through a view with a floating
point format. Similarly, a value written through a signed normalized format that
b b
has a bit pattern exactly equal to -2 may be changed to -2 + 1 as described in
Conversion from Normalized Fixed-Point to Floating-Point.
If the image view is to be used with a sampler which supports sampler Y′CBCR conversion, an
identically defined object of type VkSamplerYcbcrConversion to that used to create the sampler
must be passed to vkCreateImageView in a VkSamplerYcbcrConversionInfo included in the pNext
chain of VkImageViewCreateInfo. Conversely, if a VkSamplerYcbcrConversion object is passed to
vkCreateImageView, an identically defined VkSamplerYcbcrConversion object must be used when
sampling the image.
If image was created with the VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT and the image has a multi-planar
format, and if subresourceRange.aspectMask is VK_IMAGE_ASPECT_PLANE_0_BIT,
VK_IMAGE_ASPECT_PLANE_1_BIT, or VK_IMAGE_ASPECT_PLANE_2_BIT, format must be compatible with the
corresponding plane of the image, and the sampler to be used with the image view must not enable
sampler Y′CBCR conversion. The width and height of the single-plane image view must be derived
from the multi-planar image’s dimensions in the manner listed for plane compatibility for the
plane.
Any view of an image plane will have the same mapping between texel coordinates and memory
locations as used by the channels of the color aspect, subject to the formulae relating texel
coordinates to lower-resolution planes as described in Chroma Reconstruction. That is, if an R or B
plane has a reduced resolution relative to the G plane of the multi-planar image, the image view
operates using the (uplane, vplane) unnormalized coordinates of the reduced-resolution plane, and these
coordinates access the same memory locations as the (ucolor, vcolor) unnormalized coordinates of the
color aspect for which chroma reconstruction operations operate on the same (uplane, vplane) or (iplane,
jplane) coordinates.
• If image was not created with VK_IMAGE_CREATE_CUBE_COMPATIBLE_BIT then viewType must not
be VK_IMAGE_VIEW_TYPE_CUBE or VK_IMAGE_VIEW_TYPE_CUBE_ARRAY
• If the image cubemap arrays feature is not enabled, viewType must not be
VK_IMAGE_VIEW_TYPE_CUBE_ARRAY
• If image was created with VK_IMAGE_TYPE_3D but without
VK_IMAGE_CREATE_2D_ARRAY_COMPATIBLE_BIT set then viewType must not be
VK_IMAGE_VIEW_TYPE_2D or VK_IMAGE_VIEW_TYPE_2D_ARRAY
• image must have been created with a usage value containing at least one of
VK_IMAGE_USAGE_SAMPLED_BIT, VK_IMAGE_USAGE_STORAGE_BIT,
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT, VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT, or
VK_IMAGE_USAGE_INPUT_ATTACHMENT_BIT
• The format features of the resultant image view must contain at least one bit
• If usage contains VK_IMAGE_USAGE_STORAGE_BIT, then the image view’s format features must
contain VK_FORMAT_FEATURE_STORAGE_IMAGE_BIT
• If image was created with the VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT flag, but without the
VK_IMAGE_CREATE_BLOCK_TEXEL_VIEW_COMPATIBLE_BIT flag, and if the format of the image is not
a multi-planar format, format must be compatible with the format used to create image, as
defined in Format Compatibility Classes
• If flags does not contain VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT and the pNext chain include
a VkImageFormatListCreateInfo structure then VkImageFormatListCreateInfo
::viewFormatCount must be 0 or 1
• If image was created with the VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT flag, if the format of the
image is a multi-planar format, and if subresourceRange.aspectMask is one of
VK_IMAGE_ASPECT_PLANE_0_BIT, VK_IMAGE_ASPECT_PLANE_1_BIT, or
VK_IMAGE_ASPECT_PLANE_2_BIT, then format must be compatible with the VkFormat for the
plane of the image format indicated by subresourceRange.aspectMask, as defined in
Compatible formats of planes of multi-planar formats
• If image was not created with the VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT flag, or if the format
of the image is a multi-planar format and if subresourceRange.aspectMask is
VK_IMAGE_ASPECT_COLOR_BIT, format must be identical to the format used to create image
• subresourceRange and viewType must be compatible with the image, as described in the
compatibility table
• Each pNext member of any structure (including this one) in the pNext chain must be either
NULL or a pointer to a valid instance of VkImageViewUsageCreateInfo or
VkSamplerYcbcrConversionInfo
• The sType value of each struct in the pNext chain must be unique
• flags must be 0
// Provided by VK_VERSION_1_0
typedef enum VkImageViewCreateFlagBits {
} VkImageViewCreateFlagBits;
// Provided by VK_VERSION_1_0
typedef VkFlags VkImageViewCreateFlags;
The set of usages for the created image view can be restricted compared to the parent image’s usage
flags by adding a VkImageViewUsageCreateInfo structure to the pNext chain of
VkImageViewCreateInfo.
// Provided by VK_VERSION_1_1
typedef struct VkImageViewUsageCreateInfo {
VkStructureType sType;
const void* pNext;
VkImageUsageFlags usage;
} VkImageViewUsageCreateInfo;
• usage is a bitmask describing the allowed usages of the image view. See VkImageUsageFlagBits
for a description of the supported bits.
When this structure is chained to VkImageViewCreateInfo the usage field overrides the implicit
usage parameter inherited from image creation time and its value is used instead for the purposes
of determining the valid usage conditions of VkImageViewCreateInfo.
// Provided by VK_VERSION_1_0
typedef struct VkImageSubresourceRange {
VkImageAspectFlags aspectMask;
uint32_t baseMipLevel;
uint32_t levelCount;
uint32_t baseArrayLayer;
uint32_t layerCount;
} VkImageSubresourceRange;
• layerCount is the number of array layers (starting from baseArrayLayer) accessible to the view.
The number of mipmap levels and array layers must be a subset of the image subresources in the
image. If an application wants to use all mip levels or layers in an image after the baseMipLevel or
baseArrayLayer, it can set levelCount and layerCount to the special values VK_REMAINING_MIP_LEVELS
and VK_REMAINING_ARRAY_LAYERS without knowing the exact number of mip levels or layers.
For cube and cube array image views, the layers of the image view starting at baseArrayLayer
correspond to faces in the order +X, -X, +Y, -Y, +Z, -Z. For cube arrays, each set of six sequential
layers is a single cube, so the number of cube maps in a cube map array view is layerCount / 6, and
image array layer (baseArrayLayer + i) is face index (i mod 6) of cube i / 6. If the number of layers in
the view, whether set explicitly in layerCount or implied by VK_REMAINING_ARRAY_LAYERS, is not a
multiple of 6, the last cube map in the array must not be accessed.
When the VkImageSubresourceRange structure is used to select a subset of the slices of a 3D image’s
mip level in order to create a 2D or 2D array image view of a 3D image created with
VK_IMAGE_CREATE_2D_ARRAY_COMPATIBLE_BIT, baseArrayLayer and layerCount specify the first slice index
and the number of slices to include in the created image view. Such an image view can be used as a
framebuffer attachment that refers only to the specified range of slices of the selected mip level.
However, any layout transitions performed on such an attachment view during a render pass
instance still apply to the entire subresource referenced which includes all the slices of the selected
mip level.
When using an image view of a depth/stencil image to populate a descriptor set (e.g. for sampling in
the shader, or for use as an input attachment), the aspectMask must only include one bit and selects
whether the image view is used for depth reads (i.e. using a floating-point sampler or input
attachment in the shader) or stencil reads (i.e. using an unsigned integer sampler or input
attachment in the shader). When an image view of a depth/stencil image is used as a depth/stencil
framebuffer attachment, the aspectMask is ignored and both depth and stencil image subresources
are used.
When creating a VkImageView, if sampler Y′CBCR conversion is enabled in the sampler, the aspectMask
of a subresourceRange used by the VkImageView must be VK_IMAGE_ASPECT_COLOR_BIT.
When creating a VkImageView, if sampler Y′CBCR conversion is not enabled in the sampler and the
image format is multi-planar, the image must have been created with
VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT, and the aspectMask of the VkImageView’s subresourceRange must
be VK_IMAGE_ASPECT_PLANE_0_BIT, VK_IMAGE_ASPECT_PLANE_1_BIT or VK_IMAGE_ASPECT_PLANE_2_BIT.
Bits which can be set in an aspect mask to specify aspects of an image for purposes such as
identifying a subresource, are:
// Provided by VK_VERSION_1_0
typedef enum VkImageAspectFlagBits {
VK_IMAGE_ASPECT_COLOR_BIT = 0x00000001,
VK_IMAGE_ASPECT_DEPTH_BIT = 0x00000002,
VK_IMAGE_ASPECT_STENCIL_BIT = 0x00000004,
VK_IMAGE_ASPECT_METADATA_BIT = 0x00000008,
// Provided by VK_VERSION_1_1
VK_IMAGE_ASPECT_PLANE_0_BIT = 0x00000010,
// Provided by VK_VERSION_1_1
VK_IMAGE_ASPECT_PLANE_1_BIT = 0x00000020,
// Provided by VK_VERSION_1_1
VK_IMAGE_ASPECT_PLANE_2_BIT = 0x00000040,
} VkImageAspectFlagBits;
• VK_IMAGE_ASPECT_METADATA_BIT specifies the metadata aspect, used for sparse sparse resource
operations.
// Provided by VK_VERSION_1_0
typedef VkFlags VkImageAspectFlags;
// Provided by VK_VERSION_1_0
typedef struct VkComponentMapping {
VkComponentSwizzle r;
VkComponentSwizzle g;
VkComponentSwizzle b;
VkComponentSwizzle a;
} VkComponentMapping;
Possible values of the members of VkComponentMapping, specifying the component values placed
in each component of the output vector, are:
// Provided by VK_VERSION_1_0
typedef enum VkComponentSwizzle {
VK_COMPONENT_SWIZZLE_IDENTITY = 0,
VK_COMPONENT_SWIZZLE_ZERO = 1,
VK_COMPONENT_SWIZZLE_ONE = 2,
VK_COMPONENT_SWIZZLE_R = 3,
VK_COMPONENT_SWIZZLE_G = 4,
VK_COMPONENT_SWIZZLE_B = 5,
VK_COMPONENT_SWIZZLE_A = 6,
} VkComponentSwizzle;
• VK_COMPONENT_SWIZZLE_R specifies that the component is set to the value of the R component of
the image.
• VK_COMPONENT_SWIZZLE_G specifies that the component is set to the value of the G component of
the image.
• VK_COMPONENT_SWIZZLE_B specifies that the component is set to the value of the B component of
the image.
• VK_COMPONENT_SWIZZLE_A specifies that the component is set to the value of the A component of
the image.
Setting the identity swizzle on a component is equivalent to setting the identity mapping on that
component. That is:
// Provided by VK_VERSION_1_0
void vkDestroyImageView(
VkDevice device,
VkImageView imageView,
const VkAllocationCallbacks* pAllocator);
• pAllocator controls host memory allocation as described in the Memory Allocation chapter.
Valid Usage
• All submitted commands that refer to imageView must have completed execution
• If imageView is a valid handle, it must have been created, allocated, or retrieved from
device
Host Synchronization
Valid uses of a VkImageView may depend on the image view’s format features, defined below. Such
constraints are documented in the affected valid usage statement.
Resources created with any of the sparse creation flags are considered sparse resources. Resources
created without these flags are non-sparse. The details on resource memory association for sparse
resources is described in Sparse Resources.
Non-sparse resources must be bound completely and contiguously to a single VkDeviceMemory object
before the resource is passed as a parameter to any of the following operations:
In a logical device representing more than one physical device, buffer and image resources exist on
all physical devices but can be bound to memory differently on each. Each such replicated resource
is an instance of the resource. For sparse resources, each instance can be bound to memory
arbitrarily differently. For non-sparse resources, each instance can either be bound to the local or a
peer instance of the memory, or for images can be bound to rectangular regions from the local
and/or peer instances. When a resource is used in a descriptor set, each physical device interprets
the descriptor according to its own instance’s binding to memory.
Note
There are no new copy commands to transfer data between physical devices.
Instead, an application can create a resource with a peer mapping and use it as the
source or destination of a transfer command executed by a single physical device
to copy the data from one physical device to another.
// Provided by VK_VERSION_1_0
void vkGetBufferMemoryRequirements(
VkDevice device,
VkBuffer buffer,
VkMemoryRequirements* pMemoryRequirements);
To determine the memory requirements for an image resource which is not created with the
VK_IMAGE_CREATE_DISJOINT_BIT flag set, call:
Valid Usage
• image must not have been created with the VK_IMAGE_CREATE_DISJOINT_BIT flag set
// Provided by VK_VERSION_1_0
typedef struct VkMemoryRequirements {
VkDeviceSize size;
VkDeviceSize alignment;
uint32_t memoryTypeBits;
} VkMemoryRequirements;
• size is the size, in bytes, of the memory allocation required for the resource.
• alignment is the alignment, in bytes, of the offset within the allocation required for the
resource.
• memoryTypeBits is a bitmask and contains one bit set for every supported memory type for the
resource. Bit i is set if and only if the memory type i in the VkPhysicalDeviceMemoryProperties
structure for the physical device is supported for the resource.
The implementation guarantees certain properties about the memory requirements returned by
vkGetBufferMemoryRequirements and vkGetImageMemoryRequirements:
• The memoryTypeBits member is identical for all VkBuffer objects created with the same value for
the flags and usage members in the VkBufferCreateInfo structure and the handleTypes member
of the VkExternalMemoryBufferCreateInfo structure passed to vkCreateBuffer. Further, if usage1
and usage2 of type VkBufferUsageFlags are such that the bits set in usage2 are a subset of the bits
set in usage1, and they have the same flags and VkExternalMemoryBufferCreateInfo
::handleTypes, then the bits set in memoryTypeBits returned for usage1 must be a subset of the bits
set in memoryTypeBits returned for usage2, for all values of flags.
• The alignment member is identical for all VkBuffer objects created with the same combination of
values for the usage and flags members in the VkBufferCreateInfo structure passed to
vkCreateBuffer.
• The alignment member satisfies the buffer descriptor offset alignment requirements associated
with the VkBuffer’s usage:
• For images created with a color format, the memoryTypeBits member is identical for all VkImage
objects created with the same combination of values for the tiling member, the
VK_IMAGE_CREATE_SPARSE_BINDING_BIT bit of the flags member, the
VK_IMAGE_CREATE_SPLIT_INSTANCE_BIND_REGIONS_BIT bit of the flags member, handleTypes member
of VkExternalMemoryImageCreateInfo, and the VK_IMAGE_USAGE_TRANSIENT_ATTACHMENT_BIT of the
usage member in the VkImageCreateInfo structure passed to vkCreateImage.
• For images created with a depth/stencil format, the memoryTypeBits member is identical for all
VkImage objects created with the same combination of values for the format member, the tiling
member, the VK_IMAGE_CREATE_SPARSE_BINDING_BIT bit of the flags member, the
VK_IMAGE_CREATE_SPLIT_INSTANCE_BIND_REGIONS_BIT bit of the flags member, handleTypes member
of VkExternalMemoryImageCreateInfo, and the VK_IMAGE_USAGE_TRANSIENT_ATTACHMENT_BIT of the
usage member in the VkImageCreateInfo structure passed to vkCreateImage.
• If the memory requirements are for a VkImage, the memoryTypeBits member must not refer to a
VkMemoryType with a propertyFlags that has the VK_MEMORY_PROPERTY_LAZILY_ALLOCATED_BIT bit set if
• If the memory requirements are for a VkBuffer, the memoryTypeBits member must not refer to a
VkMemoryType with a propertyFlags that has the VK_MEMORY_PROPERTY_LAZILY_ALLOCATED_BIT bit set.
Note
• The size member is identical for all VkBuffer objects created with the same combination of
creation parameters specified in VkBufferCreateInfo and its pNext chain.
• The size member is identical for all VkImage objects created with the same combination of
creation parameters specified in VkImageCreateInfo and its pNext chain.
Note
This, however, does not imply that they interpret the contents of the bound
memory identically with each other. That additional guarantee, however, can
be explicitly requested using VK_IMAGE_CREATE_ALIAS_BIT.
// Provided by VK_VERSION_1_1
void vkGetBufferMemoryRequirements2(
VkDevice device,
const VkBufferMemoryRequirementsInfo2* pInfo,
VkMemoryRequirements2* pMemoryRequirements);
// Provided by VK_VERSION_1_1
void vkGetImageMemoryRequirements2(
VkDevice device,
const VkImageMemoryRequirementsInfo2* pInfo,
VkMemoryRequirements2* pMemoryRequirements);
Valid Usage
• If image was created with a multi-planar format and the VK_IMAGE_CREATE_DISJOINT_BIT flag,
there must be a VkImagePlaneMemoryRequirementsInfo included in the pNext chain of
the VkImageMemoryRequirementsInfo2 structure
• If image was not created with the VK_IMAGE_CREATE_DISJOINT_BIT flag, there must not be a
VkImagePlaneMemoryRequirementsInfo included in the pNext chain of the
VkImageMemoryRequirementsInfo2 structure
• The sType value of each struct in the pNext chain must be unique
Valid Usage
// Provided by VK_VERSION_1_1
typedef struct VkMemoryRequirements2 {
VkStructureType sType;
void* pNext;
VkMemoryRequirements memoryRequirements;
} VkMemoryRequirements2;
• The sType value of each struct in the pNext chain must be unique
// Provided by VK_VERSION_1_1
typedef struct VkMemoryDedicatedRequirements {
VkStructureType sType;
void* pNext;
VkBool32 prefersDedicatedAllocation;
VkBool32 requiresDedicatedAllocation;
} VkMemoryDedicatedRequirements;
• The pNext chain of VkBufferCreateInfo for the call to vkCreateBuffer used to create the buffer
being queried included a VkExternalMemoryBufferCreateInfo structure, and any of the handle
types specified in VkExternalMemoryBufferCreateInfo::handleTypes requires dedicated
allocation, as reported by vkGetPhysicalDeviceExternalBufferProperties in
VkExternalBufferProperties::externalMemoryProperties.externalMemoryFeatures, the
requiresDedicatedAllocation field will be set to VK_TRUE.
• The pNext chain of VkImageCreateInfo for the call to vkCreateImage used to create the image
being queried included a VkExternalMemoryImageCreateInfo structure, and any of the handle
types specified in VkExternalMemoryImageCreateInfo::handleTypes requires dedicated
allocation, as reported by vkGetPhysicalDeviceImageFormatProperties2 in
VkExternalImageFormatProperties::externalMemoryProperties.externalMemoryFeatures, the
requiresDedicatedAllocation field will be set to VK_TRUE.
// Provided by VK_VERSION_1_0
VkResult vkBindBufferMemory(
VkDevice device,
VkBuffer buffer,
VkDeviceMemory memory,
VkDeviceSize memoryOffset);
• device is the logical device that owns the buffer and memory.
• buffer must not have been created with any sparse memory binding flags
• memory must have been allocated using one of the memory types allowed in the
memoryTypeBits member of the VkMemoryRequirements structure returned from a call to
vkGetBufferMemoryRequirements with buffer
• If buffer was created with the VK_BUFFER_CREATE_PROTECTED_BIT bit set, the buffer must be
bound to a memory object allocated with a memory type that reports
VK_MEMORY_PROPERTY_PROTECTED_BIT
• If buffer was created with the VK_BUFFER_CREATE_PROTECTED_BIT bit not set, the buffer must
not be bound to a memory object created with a memory type that reports
VK_MEMORY_PROPERTY_PROTECTED_BIT
• If the value of VkExportMemoryAllocateInfo::handleTypes used to allocate memory is not 0, it
must include at least one of the handles set in VkExternalMemoryBufferCreateInfo
::handleTypes when buffer was created
• If memory was created by a memory import operation, the external handle type of the
imported memory must also have been set in VkExternalMemoryBufferCreateInfo
::handleTypes when buffer was created
Host Synchronization
Return Codes
Success
• VK_SUCCESS
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
To attach memory to buffer objects for one or more buffers at a time, call:
// Provided by VK_VERSION_1_1
VkResult vkBindBufferMemory2(
VkDevice device,
uint32_t bindInfoCount,
const VkBindBufferMemoryInfo* pBindInfos);
• device is the logical device that owns the buffers and memory.
On some implementations, it may be more efficient to batch memory bindings into a single
command.
Return Codes
Success
• VK_SUCCESS
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
// Provided by VK_VERSION_1_1
typedef struct VkBindBufferMemoryInfo {
VkStructureType sType;
const void* pNext;
VkBuffer buffer;
VkDeviceMemory memory;
VkDeviceSize memoryOffset;
} VkBindBufferMemoryInfo;
• memoryOffset is the start offset of the region of memory which is to be bound to the buffer. The
number of bytes returned in the VkMemoryRequirements::size member in memory, starting from
memoryOffset bytes, will be bound to the specified buffer.
• buffer must not have been created with any sparse memory binding flags
• memory must have been allocated using one of the memory types allowed in the
memoryTypeBits member of the VkMemoryRequirements structure returned from a call to
vkGetBufferMemoryRequirements with buffer
• If buffer was created with the VK_BUFFER_CREATE_PROTECTED_BIT bit set, the buffer must be
bound to a memory object allocated with a memory type that reports
VK_MEMORY_PROPERTY_PROTECTED_BIT
• If buffer was created with the VK_BUFFER_CREATE_PROTECTED_BIT bit not set, the buffer must
not be bound to a memory object created with a memory type that reports
VK_MEMORY_PROPERTY_PROTECTED_BIT
• If the value of VkExportMemoryAllocateInfo::handleTypes used to allocate memory is not 0, it
must include at least one of the handles set in VkExternalMemoryBufferCreateInfo
::handleTypes when buffer was created
• If memory was created by a memory import operation, the external handle type of the
imported memory must also have been set in VkExternalMemoryBufferCreateInfo
::handleTypes when buffer was created
• The sType value of each struct in the pNext chain must be unique
• Both of buffer, and memory must have been created, allocated, or retrieved from the same
VkDevice
// Provided by VK_VERSION_1_1
typedef struct VkBindBufferMemoryDeviceGroupInfo {
VkStructureType sType;
const void* pNext;
uint32_t deviceIndexCount;
const uint32_t* pDeviceIndices;
} VkBindBufferMemoryDeviceGroupInfo;
If deviceIndexCount is greater than zero, then on device index i the buffer is attached to the instance
of memory on the physical device with device index pDeviceIndices[i].
If deviceIndexCount is zero and memory comes from a memory heap with the
VK_MEMORY_HEAP_MULTI_INSTANCE_BIT bit set, then it is as if pDeviceIndices contains consecutive
indices from zero to the number of physical devices in the logical device, minus one. In other
words, by default each physical device attaches to its own instance of memory.
If deviceIndexCount is zero and memory comes from a memory heap without the
VK_MEMORY_HEAP_MULTI_INSTANCE_BIT bit set, then it is as if pDeviceIndices contains an array of zeros.
In other words, by default each physical device attaches to instance zero.
• deviceIndexCount must either be zero or equal to the number of physical devices in the
logical device
To attach memory to a VkImage object created without the VK_IMAGE_CREATE_DISJOINT_BIT set, call:
// Provided by VK_VERSION_1_0
VkResult vkBindImageMemory(
VkDevice device,
VkImage image,
VkDeviceMemory memory,
VkDeviceSize memoryOffset);
• device is the logical device that owns the image and memory.
• memoryOffset is the start offset of the region of memory which is to be bound to the image. The
number of bytes returned in the VkMemoryRequirements::size member in memory, starting from
memoryOffset bytes, will be bound to the specified image.
• image must not have been created with any sparse memory binding flags
• If image was created with the VK_IMAGE_CREATE_PROTECTED_BIT bit set, the image must be
bound to a memory object allocated with a memory type that reports
VK_MEMORY_PROPERTY_PROTECTED_BIT
• If image was created with the VK_IMAGE_CREATE_PROTECTED_BIT bit not set, the image must
not be bound to a memory object created with a memory type that reports
VK_MEMORY_PROPERTY_PROTECTED_BIT
• If the value of VkExportMemoryAllocateInfo::handleTypes used to allocate memory is not 0, it
must include at least one of the handles set in VkExternalMemoryImageCreateInfo
::handleTypes when image was created
• If memory was created by a memory import operation, the external handle type of the
imported memory must also have been set in VkExternalMemoryImageCreateInfo
::handleTypes when image was created
• image must not have been created with the VK_IMAGE_CREATE_DISJOINT_BIT set
• memory must have been allocated using one of the memory types allowed in the
memoryTypeBits member of the VkMemoryRequirements structure returned from a call to
vkGetImageMemoryRequirements with image
Host Synchronization
Return Codes
Success
• VK_SUCCESS
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
To attach memory to image objects for one or more images at a time, call:
// Provided by VK_VERSION_1_1
VkResult vkBindImageMemory2(
VkDevice device,
uint32_t bindInfoCount,
const VkBindImageMemoryInfo* pBindInfos);
• device is the logical device that owns the images and memory.
On some implementations, it may be more efficient to batch memory bindings into a single
command.
• pBindInfos must not refer to the same image subresource more than once
Return Codes
Success
• VK_SUCCESS
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
// Provided by VK_VERSION_1_1
typedef struct VkBindImageMemoryInfo {
VkStructureType sType;
const void* pNext;
VkImage image;
VkDeviceMemory memory;
VkDeviceSize memoryOffset;
} VkBindImageMemoryInfo;
• image must not have been created with any sparse memory binding flags
• If image was created with the VK_IMAGE_CREATE_PROTECTED_BIT bit set, the image must be
bound to a memory object allocated with a memory type that reports
VK_MEMORY_PROPERTY_PROTECTED_BIT
• If image was created with the VK_IMAGE_CREATE_PROTECTED_BIT bit not set, the image must
not be bound to a memory object created with a memory type that reports
VK_MEMORY_PROPERTY_PROTECTED_BIT
• If the value of VkExportMemoryAllocateInfo::handleTypes used to allocate memory is not 0, it
must include at least one of the handles set in VkExternalMemoryImageCreateInfo
::handleTypes when image was created
• If memory was created by a memory import operation, the external handle type of the
imported memory must also have been set in VkExternalMemoryImageCreateInfo
::handleTypes when image was created
• Each pNext member of any structure (including this one) in the pNext chain must be either
NULL or a pointer to a valid instance of VkBindImageMemoryDeviceGroupInfo or
VkBindImagePlaneMemoryInfo
• The sType value of each struct in the pNext chain must be unique
• Both of image, and memory that are valid handles of non-ignored parameters must have
been created, allocated, or retrieved from the same VkDevice
If deviceIndexCount is greater than zero, then on device index i image is attached to the instance of
the memory on the physical device with device index pDeviceIndices[i].
If splitInstanceBindRegionCount and deviceIndexCount are zero and the memory comes from a
memory heap with the VK_MEMORY_HEAP_MULTI_INSTANCE_BIT bit set, then it is as if pDeviceIndices
contains consecutive indices from zero to the number of physical devices in the logical device,
minus one. In other words, by default each physical device attaches to its own instance of the
memory.
If splitInstanceBindRegionCount and deviceIndexCount are zero and the memory comes from a
memory heap without the VK_MEMORY_HEAP_MULTI_INSTANCE_BIT bit set, then it is as if pDeviceIndices
contains an array of zeros. In other words, by default each physical device attaches to instance zero.
• deviceIndexCount must either be zero or equal to the number of physical devices in the
logical device
In order to bind planes of a disjoint image, add a VkBindImagePlaneMemoryInfo structure to the pNext
chain of VkBindImageMemoryInfo.
Valid Usage
Buffer-Image Granularity
There is an implementation-dependent limit, bufferImageGranularity, which specifies a page-like
granularity at which linear and non-linear resources must be placed in adjacent memory locations
to avoid aliasing. Two resources which do not satisfy this granularity requirement are said to alias.
bufferImageGranularity is specified in bytes, and must be a power of two. Implementations which
do not impose a granularity restriction may report a bufferImageGranularity value of one.
Note
Given resourceA at the lower memory offset and resourceB at the higher memory offset in the
same VkDeviceMemory object, where one resource is linear and the other is non-linear (as defined in
the Glossary), and the following:
That is, the end of the first resource (A) and the beginning of the second resource (B) must be on
separate “pages” of size bufferImageGranularity. bufferImageGranularity may be different than the
physical page size of the memory heap. This restriction is only needed when a linear resource and a
non-linear resource are adjacent in memory and will be used simultaneously. The memory ranges
of adjacent resources can be closer than bufferImageGranularity, provided they meet the alignment
requirement for the objects in question.
Sparse block size in bytes and sparse image and buffer memory alignments must all be multiples of
the bufferImageGranularity. Therefore, memory bound to sparse resources naturally satisfies the
bufferImageGranularity.
// Provided by VK_VERSION_1_0
typedef enum VkSharingMode {
VK_SHARING_MODE_EXCLUSIVE = 0,
VK_SHARING_MODE_CONCURRENT = 1,
} VkSharingMode;
• VK_SHARING_MODE_EXCLUSIVE specifies that access to any range or image subresource of the object
will be exclusive to a single queue family at a time.
Note
Ranges of buffers and image subresources of image objects created using VK_SHARING_MODE_EXCLUSIVE
must only be accessed by queues in the queue family that has ownership of the resource. Upon
creation, such resources are not owned by any queue family; ownership is implicitly acquired upon
first use within a queue. Once a resource using VK_SHARING_MODE_EXCLUSIVE is owned by some queue
family, the application must perform a queue family ownership transfer to make the memory
Note
A queue family can take ownership of an image subresource or buffer range of a resource created
with VK_SHARING_MODE_EXCLUSIVE, without an ownership transfer, in the same way as for a resource
that was just created; however, taking ownership in this way has the effect that the contents of the
image subresource or buffer range are undefined.
Resources should only be accessed in the Vulkan instance that has exclusive ownership of their
underlying memory. Only one Vulkan instance has exclusive ownership of a resource’s underlying
memory at a given time, regardless of whether the resource was created using
VK_SHARING_MODE_EXCLUSIVE or VK_SHARING_MODE_CONCURRENT. Applications can transfer ownership of a
resource’s underlying memory only if the memory has been imported from or exported to another
instance or external API using external memory handles. The semantics for transferring ownership
outside of the instance are similar to those used for transferring ownership of
VK_SHARING_MODE_EXCLUSIVE resources between queues, and is also accomplished using
VkBufferMemoryBarrier or VkImageMemoryBarrier operations. Applications must
Unlike queue ownership transfers, the destination instance or API is not specified explicitly when
releasing ownership, nor is the source instance or API specified when acquiring ownership.
Instead, the image or memory barrier’s dstQueueFamilyIndex or srcQueueFamilyIndex parameters are
set to the reserved queue family index VK_QUEUE_FAMILY_EXTERNAL to represent the external
destination or source respectively.
Binding a resource to a memory object shared between multiple Vulkan instances or other APIs
does not change the ownership of the underlying memory. The first entity to access the resource
implicitly acquires ownership. Accessing a resource backed by memory that is owned by a
particular instance or API has the same semantics as accessing a VK_SHARING_MODE_EXCLUSIVE
resource, with one exception: Implementations must ensure layout transitions performed on one
member of a set of identical subresources of identical images that alias the same range of an
underlying memory object affect the layout of all the subresources in the set.
As a corollary, writes to any image subresources in such a set must not make the contents of
memory used by other subresources in the set undefined. An application can define the content of
Note
Because layout transitions apply to all identical images aliasing the same region of
external memory, the actual layout of the memory backing a new image as well as
an existing image with defined content will not be undefined. Such an image is not
usable until it acquires ownership of its memory from the existing owner.
Therefore, the layout specified as part of this transition will be the true initial
layout of the image. The undefined layout specified when creating it is a
placeholder to simplify valid usage requirements.
Consider two resources, resourceA and resourceB, bound respectively to memory rangeA and rangeB.
Let paddedRangeA and paddedRangeB be, respectively, rangeA and rangeB aligned to
bufferImageGranularity. If the resources are both linear or both non-linear (as defined in the
Glossary), then the resources alias the memory in the intersection of rangeA and rangeB. If one
resource is linear and the other is non-linear, then the resources alias the memory in the
intersection of paddedRangeA and paddedRangeB.
Applications can alias memory, but use of multiple aliases is subject to several constraints.
Note
Memory aliasing can be useful to reduce the total device memory footprint of an
application, if some large resources are used for disjoint periods of time.
If two aliases are both host-accessible, then they interpret the contents of the memory in consistent
ways, and data written to one alias can be read by the other alias.
If two aliases are both images that were created with identical creation parameters, both were
created with the VK_IMAGE_CREATE_ALIAS_BIT flag set, and both are bound identically to memory
except for VkBindImageMemoryDeviceGroupInfo::pDeviceIndices and
VkBindImageMemoryDeviceGroupInfo::pSplitInstanceBindRegions, then they interpret the contents
of the memory in consistent ways, and data written to one alias can be read by the other alias.
Additionally, if an invididual plane of a multi-planar image and a single-plane image alias the same
memory, then they also interpret the contents of the memory in consistent ways under the same
conditions, but with the following modifications:
• The single-plane image must have a VkFormat that is equivalent to that of the multi-planar
image’s individual plane.
• The single-plane image and the individual plane of the multi-planar image must be bound
identically to memory except for VkBindImageMemoryDeviceGroupInfo::pDeviceIndices and
VkBindImageMemoryDeviceGroupInfo::pSplitInstanceBindRegions.
• The width and height of the single-plane image are derived from the multi-planar image’s
dimensions in the manner listed for plane compatibility for the aliased plane.
Aliases created by binding the same memory to resources in multiple Vulkan instances or external
APIs using external memory handle export and import mechanisms interpret the contents of the
memory in consistent ways, and data written to one alias can be read by the other alias.
Otherwise, the aliases interpret the contents of the memory differently, and writes via one alias
make the contents of memory partially or completely undefined to the other alias. If the first alias is
a host-accessible subresource, then the bytes affected are those written by the memory operations
according to its addressing scheme. If the first alias is not host-accessible, then the bytes affected
are those overlapped by the image subresources that were written. If the second alias is a host-
accessible subresource, the affected bytes become undefined. If the second alias is a not host-
accessible, all sparse image blocks (for sparse partially-resident images) or all image subresources
(for non-sparse image and fully resident sparse images) that overlap the affected bytes become
undefined.
If any image subresources are made undefined due to writes to an alias, then each of those image
subresources must have its layout transitioned from VK_IMAGE_LAYOUT_UNDEFINED to a valid layout
before it is used, or from VK_IMAGE_LAYOUT_PREINITIALIZED if the memory has been written by the
host. If any sparse blocks of a sparse image have been made undefined, then only the image
subresources containing them must be transitioned.
Use of an overlapping range by two aliases must be separated by a memory dependency using the
appropriate access types if at least one of those uses performs writes, whether the aliases interpret
If two aliasing image views are used in the same framebuffer, then the render pass must declare
the attachments using the VK_ATTACHMENT_DESCRIPTION_MAY_ALIAS_BIT, and follow the other rules
listed in that section.
Note
Memory recycled via an application suballocator (i.e. without freeing and
// Provided by VK_VERSION_1_0
VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSampler)
// Provided by VK_VERSION_1_0
VkResult vkCreateSampler(
VkDevice device,
const VkSamplerCreateInfo* pCreateInfo,
const VkAllocationCallbacks* pAllocator,
VkSampler* pSampler);
• pAllocator controls host memory allocation as described in the Memory Allocation chapter.
• pSampler is a pointer to a VkSampler handle in which the resulting sampler object is returned.
Valid Usage
Success
• VK_SUCCESS
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
// Provided by VK_VERSION_1_0
typedef struct VkSamplerCreateInfo {
VkStructureType sType;
const void* pNext;
VkSamplerCreateFlags flags;
VkFilter magFilter;
VkFilter minFilter;
VkSamplerMipmapMode mipmapMode;
VkSamplerAddressMode addressModeU;
VkSamplerAddressMode addressModeV;
VkSamplerAddressMode addressModeW;
float mipLodBias;
VkBool32 anisotropyEnable;
float maxAnisotropy;
VkBool32 compareEnable;
VkCompareOp compareOp;
float minLod;
float maxLod;
VkBorderColor borderColor;
VkBool32 unnormalizedCoordinates;
} VkSamplerCreateInfo;
• mipLodBias is the bias to be added to mipmap LOD (level-of-detail) calculation and bias provided
by image sampling functions in SPIR-V, as described in the Level-of-Detail Operation section.
• maxAnisotropy is the anisotropy value clamp used by the sampler when anisotropyEnable is
VK_TRUE. If anisotropyEnable is VK_FALSE, maxAnisotropy is ignored.
◦ Note: Some implementations will default to shader state if this member does not match.
• compareOp is a VkCompareOp value specifying the comparison function to apply to fetched data
before filtering as described in the Depth Compare Operation section.
• minLod and maxLod are the values used to clamp the computed LOD value, as described in the
Level-of-Detail Operation section.
When unnormalizedCoordinates is VK_TRUE, images the sampler is used with in the shader have
the following requirements:
◦ The image view must have a single layer and a single mip level.
When unnormalizedCoordinates is VK_TRUE, image built-in functions in the shader that use the
sampler have the following requirements:
There are no Vulkan filter modes that directly correspond to OpenGL minification
The maximum number of sampler objects which can be simultaneously created on a device is
implementation-dependent and specified by the maxSamplerAllocationCount member of the
VkPhysicalDeviceLimits structure.
Note
For historical reasons, if maxSamplerAllocationCount is exceeded, some
implementations may return VK_ERROR_TOO_MANY_OBJECTS. Exceeding this limit will
result in undefined behavior, and an application should not rely on the use of the
returned error code in order to identify when the limit is reached.
Since VkSampler is a non-dispatchable handle type, implementations may return the same handle
for sampler state vectors that are identical. In such cases, all such objects would only count once
against the maxSamplerAllocationCount limit.
• If sampler Y′CBCR conversion is enabled and the potential format features of the sampler
Y′CBCR conversion do not support
VK_FORMAT_FEATURE_SAMPLED_IMAGE_YCBCR_CONVERSION_SEPARATE_RECONSTRUCTION_FILTER_BIT,
minFilter and magFilter must be equal to the sampler Y′CBCR conversion’s chromaFilter
• Each pNext member of any structure (including this one) in the pNext chain must be either
NULL or a pointer to a valid instance of VkSamplerReductionModeCreateInfo or
VkSamplerYcbcrConversionInfo
• The sType value of each struct in the pNext chain must be unique
• flags must be 0
// Provided by VK_VERSION_1_0
typedef enum VkSamplerCreateFlagBits {
} VkSamplerCreateFlagBits;
// Provided by VK_VERSION_1_0
typedef VkFlags VkSamplerCreateFlags;
// Provided by VK_VERSION_1_2
typedef struct VkSamplerReductionModeCreateInfo {
VkStructureType sType;
const void* pNext;
VkSamplerReductionMode reductionMode;
} VkSamplerReductionModeCreateInfo;
// Provided by VK_VERSION_1_2
typedef enum VkSamplerReductionMode {
VK_SAMPLER_REDUCTION_MODE_WEIGHTED_AVERAGE = 0,
VK_SAMPLER_REDUCTION_MODE_MIN = 1,
VK_SAMPLER_REDUCTION_MODE_MAX = 2,
} VkSamplerReductionMode;
// Provided by VK_VERSION_1_0
typedef enum VkFilter {
VK_FILTER_NEAREST = 0,
VK_FILTER_LINEAR = 1,
} VkFilter;
Possible values of the VkSamplerCreateInfo::mipmapMode, specifying the mipmap mode used for
texture lookups, are:
// Provided by VK_VERSION_1_0
typedef enum VkSamplerAddressMode {
VK_SAMPLER_ADDRESS_MODE_REPEAT = 0,
VK_SAMPLER_ADDRESS_MODE_MIRRORED_REPEAT = 1,
VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE = 2,
VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER = 3,
// Provided by VK_VERSION_1_2
VK_SAMPLER_ADDRESS_MODE_MIRROR_CLAMP_TO_EDGE = 4,
} VkSamplerAddressMode;
• VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE specifies that the clamp to edge wrap mode will be used.
Possible values of VkSamplerCreateInfo::borderColor, specifying the border color used for texture
lookups, are:
// Provided by VK_VERSION_1_0
void vkDestroySampler(
VkDevice device,
VkSampler sampler,
const VkAllocationCallbacks* pAllocator);
• pAllocator controls host memory allocation as described in the Memory Allocation chapter.
Valid Usage
• All submitted commands that refer to sampler must have completed execution
• If sampler is a valid handle, it must have been created, allocated, or retrieved from device
Host Synchronization
A VkSamplerYcbcrConversionInfo must be provided for samplers to be used with image views that
access VK_IMAGE_ASPECT_COLOR_BIT if the format appears in Formats requiring sampler Y′CBCR
conversion for VK_IMAGE_ASPECT_COLOR_BIT image views .
// Provided by VK_VERSION_1_1
typedef struct VkSamplerYcbcrConversionInfo {
VkStructureType sType;
const void* pNext;
VkSamplerYcbcrConversion conversion;
} VkSamplerYcbcrConversionInfo;
// Provided by VK_VERSION_1_1
VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSamplerYcbcrConversion)
// Provided by VK_VERSION_1_1
VkResult vkCreateSamplerYcbcrConversion(
VkDevice device,
const VkSamplerYcbcrConversionCreateInfo* pCreateInfo,
const VkAllocationCallbacks* pAllocator,
VkSamplerYcbcrConversion* pYcbcrConversion);
• device is the logical device that creates the sampler Y′CBCR conversion.
• pAllocator controls host memory allocation as described in the Memory Allocation chapter.
The interpretation of the configured sampler Y′CBCR conversion is described in more detail in the
description of sampler Y′CBCR conversion in the Image Operations chapter.
Valid Usage
Return Codes
Success
• VK_SUCCESS
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
// Provided by VK_VERSION_1_1
typedef struct VkSamplerYcbcrConversionCreateInfo {
VkStructureType sType;
const void* pNext;
VkFormat format;
VkSamplerYcbcrModelConversion ycbcrModel;
VkSamplerYcbcrRange ycbcrRange;
VkComponentMapping components;
VkChromaLocation xChromaOffset;
VkChromaLocation yChromaOffset;
VkFilter chromaFilter;
VkBool32 forceExplicitReconstruction;
} VkSamplerYcbcrConversionCreateInfo;
• format is the format of the image from which color information will be retrieved.
• ycbcrModel describes the color matrix for conversion between color models.
• ycbcrRange describes whether the encoded values have headroom and foot room, or whether
the encoding uses the full numerical range.
• yChromaOffset describes the sample location associated with downsampled chroma channels in
the y dimension. yChromaOffset has no effect for formats in which the chroma channels are not
downsampled vertically.
Note
Setting forceExplicitReconstruction to VK_TRUE may have a performance penalty
on implementations where explicit reconstruction is not the default mode of
operation.
If format supports
VK_FORMAT_FEATURE_SAMPLED_IMAGE_YCBCR_CONVERSION_CHROMA_RECONSTRUCTION_EXPLICIT
_BIT the forceExplicitReconstruction value behaves as if it was set to VK_TRUE.
Sampler Y′CBCR conversion objects do not support external format conversion without additional
extensions defining external formats.
• format must represent unsigned normalized values (i.e. the format must be a UNORM
format)
• The potential format features of the sampler Y′CBCR conversion must support
VK_FORMAT_FEATURE_MIDPOINT_CHROMA_SAMPLES_BIT or
VK_FORMAT_FEATURE_COSITED_CHROMA_SAMPLES_BIT
• If the potential format features of the sampler Y′CBCR conversion do not support
VK_FORMAT_FEATURE_COSITED_CHROMA_SAMPLES_BIT, xChromaOffset and yChromaOffset must not
be VK_CHROMA_LOCATION_COSITED_EVEN if the corresponding channels are downsampled
• If the potential format features of the sampler Y′CBCR conversion do not support
VK_FORMAT_FEATURE_MIDPOINT_CHROMA_SAMPLES_BIT, xChromaOffset and yChromaOffset must
not be VK_CHROMA_LOCATION_MIDPOINT if the corresponding channels are downsampled
• If the format has a _422 or _420 suffix, then components.g must be the identity swizzle
• If the format has a _422 or _420 suffix, then components.a must be the identity swizzle,
VK_COMPONENT_SWIZZLE_ONE, or VK_COMPONENT_SWIZZLE_ZERO
• If the format has a _422 or _420 suffix, then components.r must be the identity swizzle or
VK_COMPONENT_SWIZZLE_B
• If the format has a _422 or _420 suffix, then components.b must be the identity swizzle or
VK_COMPONENT_SWIZZLE_R
• If the format has a _422 or _420 suffix, and if either components.r or components.b is the
identity swizzle, both values must be the identity swizzle
• If the potential format features of the sampler Y′CBCR conversion do not support
VK_FORMAT_FEATURE_SAMPLED_IMAGE_YCBCR_CONVERSION_CHROMA_RECONSTRUCTION_EXPLICIT_FORCE
ABLE_BIT forceExplicitReconstruction must be VK_FALSE
• If the potential format features of the sampler Y′CBCR conversion do not support
VK_FORMAT_FEATURE_SAMPLED_IMAGE_YCBCR_CONVERSION_LINEAR_FILTER_BIT, chromaFilter must
not be VK_FILTER_LINEAR
VkSamplerYcbcrModelConversion defines the conversion from the source color model to the
shader color model. Possible values are:
// Provided by VK_VERSION_1_1
typedef enum VkSamplerYcbcrModelConversion {
VK_SAMPLER_YCBCR_MODEL_CONVERSION_RGB_IDENTITY = 0,
VK_SAMPLER_YCBCR_MODEL_CONVERSION_YCBCR_IDENTITY = 1,
VK_SAMPLER_YCBCR_MODEL_CONVERSION_YCBCR_709 = 2,
VK_SAMPLER_YCBCR_MODEL_CONVERSION_YCBCR_601 = 3,
VK_SAMPLER_YCBCR_MODEL_CONVERSION_YCBCR_2020 = 4,
} VkSamplerYcbcrModelConversion;
• the CB (CB or “U” blue color difference) channel corresponds to the B channel of an RGB image.
• the CR (CR or “V” red color difference) channel corresponds to the R channel of an RGB image.
These rules reflect the mapping of channels after the channel swizzle operation (controlled by
VkSamplerYcbcrConversionCreateInfo::components).
Note
For example, an “YUVA” 32-bit format comprising four 8-bit channels can be
implemented as VK_FORMAT_R8G8B8A8_UNORM with a component mapping:
• components.a = VK_COMPONENT_SWIZZLE_IDENTITY
• components.r = VK_COMPONENT_SWIZZLE_B
• components.g = VK_COMPONENT_SWIZZLE_R
• components.b = VK_COMPONENT_SWIZZLE_G
The VkSamplerYcbcrRange enum describes whether color channels are encoded using the full
range of numerical values or whether values are reserved for headroom and foot room.
VkSamplerYcbcrRange is defined as:
// Provided by VK_VERSION_1_1
typedef enum VkSamplerYcbcrRange {
VK_SAMPLER_YCBCR_RANGE_ITU_FULL = 0,
VK_SAMPLER_YCBCR_RANGE_ITU_NARROW = 1,
} VkSamplerYcbcrRange;
• VK_SAMPLER_YCBCR_RANGE_ITU_FULL specifies that the full range of the encoded values are valid and
interpreted according to the ITU “full range” quantization rules.
• VK_SAMPLER_YCBCR_RANGE_ITU_NARROW specifies that headroom and foot room are reserved in the
numerical range of encoded values, and the remaining values are expanded according to the
ITU “narrow range” quantization rules.
The formulae for these conversions is described in the Sampler Y′CBCR Range Expansion section of
the Image Operations chapter.
The VkChromaLocation enum defines the location of downsampled chroma channel samples
relative to the luma samples, and is defined as:
• VK_CHROMA_LOCATION_MIDPOINT specifies that downsampled chroma samples are located half way
between each even luma sample and the nearest higher odd luma sample.
// Provided by VK_VERSION_1_1
void vkDestroySamplerYcbcrConversion(
VkDevice device,
VkSamplerYcbcrConversion ycbcrConversion,
const VkAllocationCallbacks* pAllocator);
• pAllocator controls host memory allocation as described in the Memory Allocation chapter.
Host Synchronization
Shaders access resources via variables decorated with a descriptor set and binding number that
link them to a descriptor in a descriptor set. The shader interface mapping to bound descriptor sets
is described in the Shader Resource Interface section.
Shaders can also access buffers without going through descriptors by using Physical Storage Buffer
Access to access them through 64-bit addresses.
Storage image loads are supported in all shader stages for image views whose format features
contain VK_FORMAT_FEATURE_STORAGE_IMAGE_BIT.
Stores to storage images are supported in compute shaders for image views whose format features
contain VK_FORMAT_FEATURE_STORAGE_IMAGE_BIT.
Atomic operations on storage images are supported in compute shaders for image views whose
format features contain VK_FORMAT_FEATURE_STORAGE_IMAGE_ATOMIC_BIT.
When the fragmentStoresAndAtomics feature is enabled, stores and atomic operations are also
supported for storage images in fragment shaders with the same set of image formats as supported
in compute shaders. When the vertexPipelineStoresAndAtomics feature is enabled, stores and atomic
operations are also supported in vertex, tessellation, and geometry shaders with the same set of
image formats as supported in compute shaders.
The image subresources for a storage image must be in the VK_IMAGE_LAYOUT_GENERAL layout in order
to access its data in a shader.
Shaders combine a sampled image variable and a sampler variable to perform sampling
operations.
Sampled images are supported in all shader stages for image views whose format features contain
VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT.
If the descriptor refers to a sampler that performs Y′CBCR conversion, the sampler must only be
used to sample the image in the same descriptor. Otherwise, the sampler and image in this type of
descriptor can be used freely with any other samplers and images.
Note
Uniform texel buffers define a tightly-packed 1-dimensional linear array of texels, with texels going
Load operations from uniform texel buffers are supported in all shader stages for image formats
which report support for the VK_FORMAT_FEATURE_UNIFORM_TEXEL_BUFFER_BIT feature bit via
vkGetPhysicalDeviceFormatProperties in VkFormatProperties::bufferFeatures.
Storage texel buffers define a tightly-packed 1-dimensional linear array of texels, with texels going
through format conversion when read in a shader in the same way as they are for an image. Unlike
uniform texel buffers, these buffers can also be written to in the same way as for storage images.
Storage texel buffer loads are supported in all shader stages for texel buffer formats which report
support for the VK_FORMAT_FEATURE_STORAGE_TEXEL_BUFFER_BIT feature bit via
vkGetPhysicalDeviceFormatProperties in VkFormatProperties::bufferFeatures.
Stores to storage texel buffers are supported in compute shaders for texel buffer formats which
report support for the VK_FORMAT_FEATURE_STORAGE_TEXEL_BUFFER_BIT feature via
vkGetPhysicalDeviceFormatProperties in VkFormatProperties::bufferFeatures.
Atomic operations on storage texel buffers are supported in compute shaders for texel buffer
formats which report support for the VK_FORMAT_FEATURE_STORAGE_TEXEL_BUFFER_ATOMIC_BIT feature
via vkGetPhysicalDeviceFormatProperties in VkFormatProperties::bufferFeatures.
When the fragmentStoresAndAtomics feature is enabled, stores and atomic operations are also
supported for storage texel buffers in fragment shaders with the same set of texel buffer formats as
supported in compute shaders. When the vertexPipelineStoresAndAtomics feature is enabled, stores
and atomic operations are also supported in vertex, tessellation, and geometry shaders with the
same set of texel buffer formats as supported in compute shaders.
Note
A descriptor set layout object is defined by an array of zero or more descriptor bindings. Each
individual descriptor binding is specified by a descriptor type, a count (array size) of the number of
descriptors in the binding, a set of shader stages that can access the binding, and (if using
immutable samplers) an array of sampler descriptors.
// Provided by VK_VERSION_1_0
VkResult vkCreateDescriptorSetLayout(
VkDevice device,
const VkDescriptorSetLayoutCreateInfo* pCreateInfo,
const VkAllocationCallbacks* pAllocator,
VkDescriptorSetLayout* pSetLayout);
• device is the logical device that creates the descriptor set layout.
• pAllocator controls host memory allocation as described in the Memory Allocation chapter.
Return Codes
Success
• VK_SUCCESS
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
Valid Usage
• The sType value of each struct in the pNext chain must be unique
Note
All bits for this type are defined by extensions, and none of those extensions are
enabled in this build of the specification.
// Provided by VK_VERSION_1_0
typedef VkFlags VkDescriptorSetLayoutCreateFlags;
// Provided by VK_VERSION_1_0
typedef struct VkDescriptorSetLayoutBinding {
uint32_t binding;
VkDescriptorType descriptorType;
uint32_t descriptorCount;
VkShaderStageFlags stageFlags;
const VkSampler* pImmutableSamplers;
} VkDescriptorSetLayoutBinding;
• binding is the binding number of this entry and corresponds to a resource of the same binding
number in the shader stages.
• descriptorType is a VkDescriptorType specifying which type of resource descriptors are used for
this binding.
If a shader stage is not included in stageFlags, then a resource must not be accessed from that
stage via this binding within any pipeline using the set layout. Other than input attachments
which are limited to the fragment shader, there are no limitations on what combinations of
stages can use a descriptor binding, and in particular a binding can be used by both graphics
stages and the compute stage.
The above layout definition allows the descriptor bindings to be specified sparsely such that not all
binding numbers between 0 and the maximum binding number need to be specified in the
pBindings array. Bindings that are not specified have a descriptorCount and stageFlags of zero, and
the value of descriptorType is undefined. However, all binding numbers between 0 and the
maximum binding number in the VkDescriptorSetLayoutCreateInfo::pBindings array may consume
memory in the descriptor set layout even if not all descriptor bindings are used, though it should
not consume additional memory from the descriptor pool.
Note
Valid Usage
• If descriptorType is VK_DESCRIPTOR_TYPE_SAMPLER or
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, and descriptorCount is not 0 and
pImmutableSamplers is not NULL, pImmutableSamplers must be a valid pointer to an array of
descriptorCount valid VkSampler handles
// Provided by VK_VERSION_1_2
typedef struct VkDescriptorSetLayoutBindingFlagsCreateInfo {
VkStructureType sType;
const void* pNext;
uint32_t bindingCount;
const VkDescriptorBindingFlags* pBindingFlags;
} VkDescriptorSetLayoutBindingFlagsCreateInfo;
If bindingCount is zero or if this structure is not included in the pNext chain, the
VkDescriptorBindingFlags for each descriptor set layout binding is considered to be zero.
Otherwise, the descriptor set layout binding at VkDescriptorSetLayoutCreateInfo::pBindings[i] uses
the flags in pBindingFlags[i].
• If VkPhysicalDeviceDescriptorIndexingFeatures
::descriptorBindingUniformBufferUpdateAfterBind is not enabled, all bindings with
descriptor type VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER must not use
VK_DESCRIPTOR_BINDING_UPDATE_AFTER_BIND_BIT
• If VkPhysicalDeviceDescriptorIndexingFeatures
::descriptorBindingSampledImageUpdateAfterBind is not enabled, all bindings with
descriptor type VK_DESCRIPTOR_TYPE_SAMPLER, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
or VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE must not use
VK_DESCRIPTOR_BINDING_UPDATE_AFTER_BIND_BIT
• If VkPhysicalDeviceDescriptorIndexingFeatures
::descriptorBindingStorageImageUpdateAfterBind is not enabled, all bindings with
descriptor type VK_DESCRIPTOR_TYPE_STORAGE_IMAGE must not use
VK_DESCRIPTOR_BINDING_UPDATE_AFTER_BIND_BIT
• If VkPhysicalDeviceDescriptorIndexingFeatures
::descriptorBindingStorageBufferUpdateAfterBind is not enabled, all bindings with
descriptor type VK_DESCRIPTOR_TYPE_STORAGE_BUFFER must not use
VK_DESCRIPTOR_BINDING_UPDATE_AFTER_BIND_BIT
• If VkPhysicalDeviceDescriptorIndexingFeatures
::descriptorBindingUniformTexelBufferUpdateAfterBind is not enabled, all bindings with
descriptor type VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER must not use
VK_DESCRIPTOR_BINDING_UPDATE_AFTER_BIND_BIT
• If VkPhysicalDeviceDescriptorIndexingFeatures
::descriptorBindingStorageTexelBufferUpdateAfterBind is not enabled, all bindings with
descriptor type VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER must not use
VK_DESCRIPTOR_BINDING_UPDATE_AFTER_BIND_BIT
• All bindings with descriptor type VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, or VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC
must not use VK_DESCRIPTOR_BINDING_UPDATE_AFTER_BIND_BIT
• If VkPhysicalDeviceDescriptorIndexingFeatures
::descriptorBindingUpdateUnusedWhilePending is not enabled, all elements of pBindingFlags
must not include VK_DESCRIPTOR_BINDING_UPDATE_UNUSED_WHILE_PENDING_BIT
• If VkPhysicalDeviceDescriptorIndexingFeatures::descriptorBindingPartiallyBound is not
enabled, all elements of pBindingFlags must not include
VK_DESCRIPTOR_BINDING_PARTIALLY_BOUND_BIT
• If VkPhysicalDeviceDescriptorIndexingFeatures
::descriptorBindingVariableDescriptorCount is not enabled, all elements of pBindingFlags
must not include VK_DESCRIPTOR_BINDING_VARIABLE_DESCRIPTOR_COUNT_BIT
// Provided by VK_VERSION_1_2
typedef enum VkDescriptorBindingFlagBits {
VK_DESCRIPTOR_BINDING_UPDATE_AFTER_BIND_BIT = 0x00000001,
VK_DESCRIPTOR_BINDING_UPDATE_UNUSED_WHILE_PENDING_BIT = 0x00000002,
VK_DESCRIPTOR_BINDING_PARTIALLY_BOUND_BIT = 0x00000004,
VK_DESCRIPTOR_BINDING_VARIABLE_DESCRIPTOR_COUNT_BIT = 0x00000008,
} VkDescriptorBindingFlagBits;
Note
Note that while VK_DESCRIPTOR_BINDING_UPDATE_AFTER_BIND_BIT and
VK_DESCRIPTOR_BINDING_UPDATE_UNUSED_WHILE_PENDING_BIT both involve updates to
// Provided by VK_VERSION_1_2
typedef VkFlags VkDescriptorBindingFlags;
To query information about whether a descriptor set layout can be created, call:
// Provided by VK_VERSION_1_1
void vkGetDescriptorSetLayoutSupport(
VkDevice device,
const VkDescriptorSetLayoutCreateInfo* pCreateInfo,
VkDescriptorSetLayoutSupport* pSupport);
• device is the logical device that would create the descriptor set layout.
Some implementations have limitations on what fits in a descriptor set which are not easily
expressible in terms of existing limits like maxDescriptorSet*, for example if all descriptor types
share a limited space in memory but each descriptor is a different size or alignment. This command
returns information about whether a descriptor set satisfies this limit. If the descriptor set layout
satisfies the VkPhysicalDeviceMaintenance3Properties::maxPerSetDescriptors limit, this command is
guaranteed to return VK_TRUE in VkDescriptorSetLayoutSupport::supported. If the descriptor set
layout exceeds the VkPhysicalDeviceMaintenance3Properties::maxPerSetDescriptors limit, whether
the descriptor set layout is supported is implementation-dependent and may depend on whether
the descriptor sizes and alignments cause the layout to exceed an internal limit.
Note
This is a VkDevice query rather than VkPhysicalDevice because the answer may
depend on enabled features.
// Provided by VK_VERSION_1_1
typedef struct VkDescriptorSetLayoutSupport {
VkStructureType sType;
void* pNext;
VkBool32 supported;
} VkDescriptorSetLayoutSupport;
supported is set to VK_TRUE if the descriptor set can be created, or else is set to VK_FALSE.
• The sType value of each struct in the pNext chain must be unique
If the create info includes a variable-sized descriptor, then supported is determined assuming the
requested size of the variable-sized descriptor, and maxVariableDescriptorCount is set to the
maximum size of that descriptor that can be successfully created (which is greater than or equal to
the requested size passed in). If the create info does not include a variable-sized descriptor or if the
VkPhysicalDeviceDescriptorIndexingFeatures::descriptorBindingVariableDescriptorCount feature is
not enabled, then maxVariableDescriptorCount is set to zero. For the purposes of this command, a
variable-sized descriptor binding with a descriptorCount of zero is treated as if the descriptorCount
is one, and thus the binding is not ignored and the maximum descriptor count will be returned. If
the layout is not supported, then the value written to maxVariableDescriptorCount is undefined.
• sType must be
VK_STRUCTURE_TYPE_DESCRIPTOR_SET_VARIABLE_DESCRIPTOR_COUNT_LAYOUT_SUPPORT
The following examples show a shader snippet using two descriptor sets, and application code that
creates corresponding descriptor set layouts.
//
// binding to a single sampled image descriptor in set 0
//
layout (set=0, binding=0) uniform texture2D mySampledImage;
//
// binding to an array of sampled image descriptors in set 0
//
layout (set=0, binding=1) uniform texture2D myArrayOfSampledImages[12];
//
// binding to a single uniform buffer descriptor in set 1
//
layout (set=1, binding=0) uniform myUniformBuffer
{
vec4 myElement[32];
};
...
%1 = OpExtInstImport "GLSL.std.450"
...
OpName %9 "mySampledImage"
OpName %14 "myArrayOfSampledImages"
OpName %18 "myUniformBuffer"
OpMemberName %18 0 "myElement"
OpName %20 ""
OpDecorate %9 DescriptorSet 0
OpDecorate %9 Binding 0
OpDecorate %14 DescriptorSet 0
OpDecorate %14 Binding 1
OpDecorate %17 ArrayStride 16
OpMemberDecorate %18 0 Offset 0
OpDecorate %18 Block
OpDecorate %20 DescriptorSet 1
OpDecorate %20 Binding 0
%2 = OpTypeVoid
%3 = OpTypeFunction %2
%6 = OpTypeFloat 32
%7 = OpTypeImage %6 2D 0 0 0 1 Unknown
%8 = OpTypePointer UniformConstant %7
%9 = OpVariable %8 UniformConstant
%10 = OpTypeInt 32 0
%11 = OpConstant %10 12
%12 = OpTypeArray %7 %11
%13 = OpTypePointer UniformConstant %12
%14 = OpVariable %13 UniformConstant
%15 = OpTypeVector %6 4
%16 = OpConstant %10 32
%17 = OpTypeArray %15 %16
%18 = OpTypeStruct %17
%19 = OpTypePointer Uniform %18
%20 = OpVariable %19 Uniform
...
API example
VkResult myResult;
// Create info for second descriptor set with one descriptor binding
{
VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO, // sType
NULL, // pNext
0, // flags
1, // bindingCount
&myDescriptorSetLayoutBinding[2] // pBindings
}
};
VkDescriptorSetLayout myDescriptorSetLayout[2];
//
// Create first descriptor set layout
//
myResult = vkCreateDescriptorSetLayout(
myDevice,
&myDescriptorSetLayoutCreateInfo[0],
//
// Create second descriptor set layout
//
myResult = vkCreateDescriptorSetLayout(
myDevice,
&myDescriptorSetLayoutCreateInfo[1],
NULL,
&myDescriptorSetLayout[1]);
// Provided by VK_VERSION_1_0
void vkDestroyDescriptorSetLayout(
VkDevice device,
VkDescriptorSetLayout descriptorSetLayout,
const VkAllocationCallbacks* pAllocator);
• device is the logical device that destroys the descriptor set layout.
• pAllocator controls host memory allocation as described in the Memory Allocation chapter.
Valid Usage
Access to descriptor sets from a pipeline is accomplished through a pipeline layout. Zero or more
descriptor set layouts and zero or more push constant ranges are combined to form a pipeline
layout object describing the complete set of resources that can be accessed by a pipeline. The
pipeline layout represents a sequence of descriptor sets with each having a specific layout. This
sequence of layouts is used to determine the interface between shader stages and shader resources.
Each pipeline is created using a pipeline layout.
// Provided by VK_VERSION_1_0
VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkPipelineLayout)
// Provided by VK_VERSION_1_0
VkResult vkCreatePipelineLayout(
VkDevice device,
const VkPipelineLayoutCreateInfo* pCreateInfo,
const VkAllocationCallbacks* pAllocator,
VkPipelineLayout* pPipelineLayout);
• pAllocator controls host memory allocation as described in the Memory Allocation chapter.
Success
• VK_SUCCESS
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
// Provided by VK_VERSION_1_0
typedef struct VkPipelineLayoutCreateInfo {
VkStructureType sType;
const void* pNext;
VkPipelineLayoutCreateFlags flags;
uint32_t setLayoutCount;
const VkDescriptorSetLayout* pSetLayouts;
uint32_t pushConstantRangeCount;
const VkPushConstantRange* pPushConstantRanges;
} VkPipelineLayoutCreateInfo;
• pushConstantRangeCount is the number of push constant ranges included in the pipeline layout.
Note
• The total number of descriptors in descriptor set layouts created without the
VK_DESCRIPTOR_SET_LAYOUT_CREATE_UPDATE_AFTER_BIND_POOL_BIT bit set with a descriptorType
of VK_DESCRIPTOR_TYPE_SAMPLER and VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER accessible
to any given shader stage across all elements of pSetLayouts must be less than or equal to
VkPhysicalDeviceLimits::maxPerStageDescriptorSamplers
• The total number of descriptors in descriptor set layouts created without the
VK_DESCRIPTOR_SET_LAYOUT_CREATE_UPDATE_AFTER_BIND_POOL_BIT bit set with a descriptorType
of VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER and VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC
accessible to any given shader stage across all elements of pSetLayouts must be less than
or equal to VkPhysicalDeviceLimits::maxPerStageDescriptorUniformBuffers
• The total number of descriptors in descriptor set layouts created without the
VK_DESCRIPTOR_SET_LAYOUT_CREATE_UPDATE_AFTER_BIND_POOL_BIT bit set with a descriptorType
of VK_DESCRIPTOR_TYPE_STORAGE_BUFFER and VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC
accessible to any given shader stage across all elements of pSetLayouts must be less than
or equal to VkPhysicalDeviceLimits::maxPerStageDescriptorStorageBuffers
• The total number of descriptors in descriptor set layouts created without the
VK_DESCRIPTOR_SET_LAYOUT_CREATE_UPDATE_AFTER_BIND_POOL_BIT bit set with a descriptorType
of VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, and
VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER accessible to any given shader stage across all
elements of pSetLayouts must be less than or equal to VkPhysicalDeviceLimits
::maxPerStageDescriptorSampledImages
• The total number of descriptors in descriptor set layouts created without the
VK_DESCRIPTOR_SET_LAYOUT_CREATE_UPDATE_AFTER_BIND_POOL_BIT bit set with a descriptorType
of VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, and VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER
accessible to any given shader stage across all elements of pSetLayouts must be less than
or equal to VkPhysicalDeviceLimits::maxPerStageDescriptorStorageImages
• The total number of descriptors in descriptor set layouts created without the
VK_DESCRIPTOR_SET_LAYOUT_CREATE_UPDATE_AFTER_BIND_POOL_BIT bit set with a descriptorType
of VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT accessible to any given shader stage across all
elements of pSetLayouts must be less than or equal to VkPhysicalDeviceLimits
::maxPerStageDescriptorInputAttachments
• The total number of descriptors in descriptor set layouts created without the
VK_DESCRIPTOR_SET_LAYOUT_CREATE_UPDATE_AFTER_BIND_POOL_BIT bit set with a descriptorType
of VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER accessible across all shader stages and across all
elements of pSetLayouts must be less than or equal to VkPhysicalDeviceLimits
::maxDescriptorSetUniformBuffers
• The total number of descriptors in descriptor set layouts created without the
VK_DESCRIPTOR_SET_LAYOUT_CREATE_UPDATE_AFTER_BIND_POOL_BIT bit set with a descriptorType
of VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC accessible across all shader stages and
across all elements of pSetLayouts must be less than or equal to VkPhysicalDeviceLimits
::maxDescriptorSetUniformBuffersDynamic
• The total number of descriptors in descriptor set layouts created without the
VK_DESCRIPTOR_SET_LAYOUT_CREATE_UPDATE_AFTER_BIND_POOL_BIT bit set with a descriptorType
of VK_DESCRIPTOR_TYPE_STORAGE_BUFFER accessible across all shader stages and across all
elements of pSetLayouts must be less than or equal to VkPhysicalDeviceLimits
::maxDescriptorSetStorageBuffers
• The total number of descriptors in descriptor set layouts created without the
VK_DESCRIPTOR_SET_LAYOUT_CREATE_UPDATE_AFTER_BIND_POOL_BIT bit set with a descriptorType
of VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC accessible across all shader stages and
• The total number of descriptors in descriptor set layouts created without the
VK_DESCRIPTOR_SET_LAYOUT_CREATE_UPDATE_AFTER_BIND_POOL_BIT bit set with a descriptorType
of VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, and
VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER accessible across all shader stages and across all
elements of pSetLayouts must be less than or equal to VkPhysicalDeviceLimits
::maxDescriptorSetSampledImages
• The total number of descriptors in descriptor set layouts created without the
VK_DESCRIPTOR_SET_LAYOUT_CREATE_UPDATE_AFTER_BIND_POOL_BIT bit set with a descriptorType
of VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, and VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER
accessible across all shader stages and across all elements of pSetLayouts must be less
than or equal to VkPhysicalDeviceLimits::maxDescriptorSetStorageImages
• The total number of descriptors in descriptor set layouts created without the
VK_DESCRIPTOR_SET_LAYOUT_CREATE_UPDATE_AFTER_BIND_POOL_BIT bit set with a descriptorType
of VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT accessible across all shader stages and across all
elements of pSetLayouts must be less than or equal to VkPhysicalDeviceLimits
::maxDescriptorSetInputAttachments
• Any two elements of pPushConstantRanges must not include the same stage in stageFlags
• flags must be 0
// Provided by VK_VERSION_1_0
typedef VkFlags VkPipelineLayoutCreateFlags;
VkPipelineLayoutCreateFlags is a bitmask type for setting a mask, but is currently reserved for
future use.
// Provided by VK_VERSION_1_0
typedef struct VkPushConstantRange {
VkShaderStageFlags stageFlags;
uint32_t offset;
uint32_t size;
} VkPushConstantRange;
• stageFlags is a set of stage flags describing the shader stages that will access a range of push
constants. If a particular stage is not included in the range, then accessing members of that
range of push constants from the corresponding shader stage will return undefined values.
• offset and size are the start offset and size, respectively, consumed by the range. Both offset
and size are in units of bytes and must be a multiple of 4. The layout of the push constant
variables is specified in the shader.
Once created, pipeline layouts are used as part of pipeline creation (see Pipelines), as part of
binding descriptor sets (see Descriptor Set Binding), and as part of setting push constants (see Push
Constant Updates). Pipeline creation accepts a pipeline layout as input, and the layout may be used
to map (set, binding, arrayElement) tuples to implementation resources or memory locations within
a descriptor set. The assignment of implementation resources depends only on the bindings defined
in the descriptor sets that comprise the pipeline layout, and not on any shader source.
All resource variables statically used in all shaders in a pipeline must be declared with a
(set,binding,arrayElement) that exists in the corresponding descriptor set layout and is of an
appropriate descriptor type and includes the set of shader stages it is used by in stageFlags. The
pipeline layout can include entries that are not used by a particular pipeline, or that are dead-code
eliminated from any of the shaders. The pipeline layout allows the application to provide a
consistent set of bindings across multiple pipeline compiles, which enables those pipelines to be
compiled in a way that the implementation may cheaply switch pipelines without reprogramming
the bindings.
Similarly, the push constant block declared in each shader (if present) must only place variables at
offsets that are each included in a push constant range with stageFlags including the bit
corresponding to the shader stage that uses it. The pipeline layout can include ranges or portions of
ranges that are not used by a particular pipeline, or for which the variables have been dead-code
eliminated from any of the shaders.
There is a limit on the total number of resources of each type that can be included in bindings in all
descriptor set layouts in a pipeline layout as shown in Pipeline Layout Resource Limits. The “Total
Resources Available” column gives the limit on the number of each type of resource that can be
included in bindings in all descriptor sets in the pipeline layout. Some resource types count against
multiple limits. Additionally, there are limits on the total number of each type of resource that can
be used in any pipeline stage as described in Shader Resource Limits.
sampler
maxDescriptorSetSamplers or
maxDescriptorSetUpdateAfterBindSamplers combined image sampler
sampled image
maxDescriptorSetSampledImages or combined image sampler
maxDescriptorSetUpdateAfterBindSampledImages
uniform texel buffer
storage image
maxDescriptorSetStorageImages or
maxDescriptorSetUpdateAfterBindStorageImages storage texel buffer
uniform buffer
maxDescriptorSetUniformBuffers or
maxDescriptorSetUpdateAfterBindUniformBuffers uniform buffer dynamic
storage buffer
maxDescriptorSetStorageBuffers or
maxDescriptorSetUpdateAfterBindStorageBuffers storage buffer dynamic
// Provided by VK_VERSION_1_0
void vkDestroyPipelineLayout(
VkDevice device,
VkPipelineLayout pipelineLayout,
const VkAllocationCallbacks* pAllocator);
• pAllocator controls host memory allocation as described in the Memory Allocation chapter.
• pipelineLayout must not have been passed to any vkCmd* command for any command
buffers that are still in the recording state when vkDestroyPipelineLayout is called
• If pipelineLayout is a valid handle, it must have been created, allocated, or retrieved from
device
Host Synchronization
Two pipeline layouts are defined to be “compatible for push constants” if they were created with
identical push constant ranges. Two pipeline layouts are defined to be “compatible for set N” if they
were created with identically defined descriptor set layouts for sets zero through N, and if they were
created with identical push constant ranges.
When binding a descriptor set (see Descriptor Set Binding) to set number N, if the previously bound
descriptor sets for sets zero through N-1 were all bound using compatible pipeline layouts, then
performing this binding does not disturb any of the lower numbered sets. If, additionally, the
previous bound descriptor set for set N was bound using a pipeline layout compatible for set N,
then the bindings in sets numbered greater than N are also not disturbed.
Similarly, when binding a pipeline, the pipeline can correctly access any previously bound
descriptor sets which were bound with compatible pipeline layouts, as long as all lower numbered
sets were also bound with compatible layouts.
Layout compatibility means that descriptor sets can be bound to a command buffer for use by any
pipeline created with a compatible pipeline layout, and without having bound a particular pipeline
first. It also means that descriptor sets can remain valid across a pipeline change, and the same
resources will be accessible to the newly bound pipeline.
Note
Place the least frequently changing descriptor sets near the start of the pipeline
layout, and place the descriptor sets representing the most frequently changing
resources near the end. When pipelines are switched, only the descriptor set
bindings that have been invalidated will need to be updated and the remainder of
the descriptor set bindings will remain in place.
The maximum number of descriptor sets that can be bound to a pipeline layout is queried from
physical device properties (see maxBoundDescriptorSets in Limits).
{
VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, // stageFlags
4, // offset
4 // size
},
};
VkPipelineLayout myPipelineLayout;
myResult = vkCreatePipelineLayout(
myDevice,
&createInfo,
NULL,
&myPipelineLayout);
A descriptor pool maintains a pool of descriptors, from which descriptor sets are allocated.
Descriptor pools are externally synchronized, meaning that the application must not allocate
and/or free descriptor sets from the same pool in multiple threads simultaneously.
// Provided by VK_VERSION_1_0
VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkDescriptorPool)
• pAllocator controls host memory allocation as described in the Memory Allocation chapter.
pAllocator controls host memory allocation as described in the Memory Allocation chapter.
Return Codes
Success
• VK_SUCCESS
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
• maxSets is the maximum number of descriptor sets that can be allocated from the pool.
If multiple VkDescriptorPoolSize structures appear in the pPoolSizes array then the pool will be
created with enough storage for the total number of descriptors of each type.
Fragmentation of a descriptor pool is possible and may lead to descriptor set allocation failures. A
failure due to fragmentation is defined as failing a descriptor set allocation despite the sum of all
outstanding descriptor set allocations from the pool plus the requested allocation requiring no
more than the total number of descriptors requested at pool creation. Implementations provide
certain guarantees of when fragmentation must not cause allocation failure, as described below.
If a descriptor pool has not had any descriptor sets freed since it was created or most recently reset
then fragmentation must not cause an allocation failure (note that this is always the case for a pool
created without the VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT bit set). Additionally, if all
sets allocated from the pool since it was created or most recently reset use the same number of
descriptors (of each type) and the requested allocation also uses that same number of descriptors
(of each type), then fragmentation must not cause an allocation failure.
// Provided by VK_VERSION_1_0
typedef enum VkDescriptorPoolCreateFlagBits {
VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT = 0x00000001,
// Provided by VK_VERSION_1_2
VK_DESCRIPTOR_POOL_CREATE_UPDATE_AFTER_BIND_BIT = 0x00000002,
} VkDescriptorPoolCreateFlagBits;
// Provided by VK_VERSION_1_0
typedef VkFlags VkDescriptorPoolCreateFlags;
Valid Usage
// Provided by VK_VERSION_1_0
void vkDestroyDescriptorPool(
VkDevice device,
VkDescriptorPool descriptorPool,
const VkAllocationCallbacks* pAllocator);
• pAllocator controls host memory allocation as described in the Memory Allocation chapter.
When a pool is destroyed, all descriptor sets allocated from the pool are implicitly freed and
become invalid. Descriptor sets allocated from a given pool do not need to be freed before
destroying that descriptor pool.
Valid Usage
• All submitted commands that refer to descriptorPool (via any allocated descriptor sets)
must have completed execution
• If descriptorPool is a valid handle, it must have been created, allocated, or retrieved from
device
Host Synchronization
Descriptor sets are allocated from descriptor pool objects, and are represented by VkDescriptorSet
handles:
// Provided by VK_VERSION_1_0
VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkDescriptorSet)
// Provided by VK_VERSION_1_0
VkResult vkAllocateDescriptorSets(
VkDevice device,
const VkDescriptorSetAllocateInfo* pAllocateInfo,
VkDescriptorSet* pDescriptorSets);
When a descriptor set is allocated, the initial state is largely uninitialized and all descriptors are
undefined. Descriptors also become undefined if the underlying resource is destroyed. Descriptor
sets containing undefined descriptors can still be bound and used, subject to the following
conditions:
• For descriptor set bindings created with the VK_DESCRIPTOR_BINDING_PARTIALLY_BOUND_BIT bit set,
all descriptors in that binding that are dynamically used must have been populated before the
• Entries that are not used by a pipeline can have undefined descriptors.
If a call to vkAllocateDescriptorSets would cause the total number of descriptor sets allocated from
the pool to exceed the value of VkDescriptorPoolCreateInfo::maxSets used to create pAllocateInfo-
>descriptorPool, then the allocation may fail due to lack of space in the descriptor pool. Similarly,
the allocation may fail due to lack of space if the call to vkAllocateDescriptorSets would cause the
number of any given descriptor type to exceed the sum of all the descriptorCount members of each
element of VkDescriptorPoolCreateInfo::pPoolSizes with a member equal to that type.
If the allocation fails due to no more space in the descriptor pool, and not because of system or
device memory exhaustion, then VK_ERROR_OUT_OF_POOL_MEMORY must be returned.
vkAllocateDescriptorSets can be used to create multiple descriptor sets. If the creation of any of
those descriptor sets fails, then the implementation must destroy all successfully created descriptor
set objects from this command, set all entries of the pDescriptorSets array to VK_NULL_HANDLE
and return the error.
Host Synchronization
Success
• VK_SUCCESS
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
• VK_ERROR_FRAGMENTED_POOL
• VK_ERROR_OUT_OF_POOL_MEMORY
// Provided by VK_VERSION_1_0
typedef struct VkDescriptorSetAllocateInfo {
VkStructureType sType;
const void* pNext;
VkDescriptorPool descriptorPool;
uint32_t descriptorSetCount;
const VkDescriptorSetLayout* pSetLayouts;
} VkDescriptorSetAllocateInfo;
• descriptorSetCount determines the number of descriptor sets to be allocated from the pool.
• pSetLayouts is a pointer to an array of descriptor set layouts, with each member specifying how
the corresponding descriptor set is allocated.
Valid Usage
• The sType value of each struct in the pNext chain must be unique
• Both of descriptorPool, and the elements of pSetLayouts must have been created,
allocated, or retrieved from the same VkDevice
// Provided by VK_VERSION_1_2
typedef struct VkDescriptorSetVariableDescriptorCountAllocateInfo {
VkStructureType sType;
const void* pNext;
uint32_t descriptorSetCount;
const uint32_t* pDescriptorCounts;
} VkDescriptorSetVariableDescriptorCountAllocateInfo;
• pDescriptorCounts is a pointer to an array of descriptor counts, with each member specifying the
number of descriptors in a variable descriptor count binding in the corresponding descriptor
set being allocated.
If descriptorSetCount is zero or this structure is not included in the pNext chain, then the variable
lengths are considered to be zero. Otherwise, pDescriptorCounts[i] is the number of descriptors in
the variable count descriptor binding in the corresponding descriptor set layout. If
VkDescriptorSetAllocateInfo::pSetLayouts[i] does not include a variable count descriptor binding,
then pDescriptorCounts[i] is ignored.
• sType must be
VK_STRUCTURE_TYPE_DESCRIPTOR_SET_VARIABLE_DESCRIPTOR_COUNT_ALLOCATE_INFO
• If descriptorSetCount is not 0, pDescriptorCounts must be a valid pointer to an array of
descriptorSetCount uint32_t values
// Provided by VK_VERSION_1_0
VkResult vkFreeDescriptorSets(
VkDevice device,
VkDescriptorPool descriptorPool,
uint32_t descriptorSetCount,
const VkDescriptorSet* pDescriptorSets);
• descriptorPool is the descriptor pool from which the descriptor sets were allocated.
Valid Usage
• All submitted commands that refer to any element of pDescriptorSets must have
completed execution
• Each valid handle in pDescriptorSets must have been allocated from descriptorPool
• Each element of pDescriptorSets that is a valid handle must have been created, allocated,
or retrieved from descriptorPool
Host Synchronization
Return Codes
Success
• VK_SUCCESS
To return all descriptor sets allocated from a given pool to the pool, rather than freeing individual
descriptor sets, call:
// Provided by VK_VERSION_1_0
VkResult vkResetDescriptorPool(
VkDevice device,
VkDescriptorPool descriptorPool,
VkDescriptorPoolResetFlags flags);
Resetting a descriptor pool recycles all of the resources from all of the descriptor sets allocated
from the descriptor pool back to the descriptor pool, and the descriptor sets are implicitly freed.
Valid Usage
• All uses of descriptorPool (via any allocated descriptor sets) must have completed
execution
• flags must be 0
Host Synchronization
Return Codes
Success
• VK_SUCCESS
// Provided by VK_VERSION_1_0
typedef VkFlags VkDescriptorPoolResetFlags;
VkDescriptorPoolResetFlags is a bitmask type for setting a mask, but is currently reserved for future
use.
Once allocated, descriptor sets can be updated with a combination of write and copy operations. To
update descriptor sets, call:
// Provided by VK_VERSION_1_0
void vkUpdateDescriptorSets(
VkDevice device,
uint32_t descriptorWriteCount,
const VkWriteDescriptorSet* pDescriptorWrites,
uint32_t descriptorCopyCount,
const VkCopyDescriptorSet* pDescriptorCopies);
The operations described by pDescriptorWrites are performed first, followed by the operations
described by pDescriptorCopies. Within each array, the operations are performed in the order they
appear in the array.
Each element in the pDescriptorWrites array describes an operation updating the descriptor set
using descriptors for resources specified in the structure.
Valid Usage
• Descriptor bindings updated by this command which were created without the
VK_DESCRIPTOR_BINDING_UPDATE_AFTER_BIND_BIT or
VK_DESCRIPTOR_BINDING_UPDATE_UNUSED_WHILE_PENDING_BIT bits set must not be used by any
command that was recorded to a command buffer which is in the pending state
Host Synchronization
If the dstBinding has fewer than descriptorCount array elements remaining starting from
dstArrayElement, then the remainder will be used to update the subsequent binding - dstBinding+1
starting at array element zero. If a binding has a descriptorCount of zero, it is skipped. This
behavior applies recursively, with the update affecting consecutive bindings as needed to update all
descriptorCount descriptors.
• dstBinding must be less than or equal to the maximum value of binding of all
VkDescriptorSetLayoutBinding structures specified when dstSet’s descriptor set layout
was created
• All consecutive bindings updated via a single VkWriteDescriptorSet structure, except those
with a descriptorCount of zero, must have identical descriptorType and stageFlags
• All consecutive bindings updated via a single VkWriteDescriptorSet structure, except those
with a descriptorCount of zero, must all either use immutable samplers or must all not
use immutable samplers
• The sum of dstArrayElement and descriptorCount must be less than or equal to the number
of array elements in the descriptor set binding specified by dstBinding, and all applicable
consecutive bindings, as described by consecutive binding updates
• If descriptorType is VK_DESCRIPTOR_TYPE_SAMPLER,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, or VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT, pImageInfo
must be a valid pointer to an array of descriptorCount valid VkDescriptorImageInfo
structures
• If descriptorType is VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER or
VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER, each element of pTexelBufferView must be
either a valid VkBufferView handle or VK_NULL_HANDLE
• If descriptorType is VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER or
VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER and the nullDescriptor feature is not enabled,
each element of pTexelBufferView must not be VK_NULL_HANDLE
• If descriptorType is VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, or
VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC, pBufferInfo must be a valid pointer to an
array of descriptorCount valid VkDescriptorBufferInfo structures
• If descriptorType is VK_DESCRIPTOR_TYPE_SAMPLER or
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, and dstSet was not allocated with a layout
that included immutable samplers for dstBinding with descriptorType, the sampler
member of each element of pImageInfo must be a valid VkSampler object
• If descriptorType is VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, or
VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT, the imageView member of each element of pImageInfo
must be either a valid VkImageView handle or VK_NULL_HANDLE
• If descriptorType is VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, or
VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT and the nullDescriptor feature is not enabled, the
• If descriptorType is VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER or
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, the offset member of each element of
pBufferInfo must be a multiple of VkPhysicalDeviceLimits
::minUniformBufferOffsetAlignment
• If descriptorType is VK_DESCRIPTOR_TYPE_STORAGE_BUFFER or
VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC, the offset member of each element of
pBufferInfo must be a multiple of VkPhysicalDeviceLimits
::minStorageBufferOffsetAlignment
• If descriptorType is VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, or
VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC, and the buffer member of any element of
pBufferInfo is the handle of a non-sparse buffer, then that buffer must be bound
completely and contiguously to a single VkDeviceMemory object
• If descriptorType is VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER or
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, the buffer member of each element of
pBufferInfo must have been created with VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT set
• If descriptorType is VK_DESCRIPTOR_TYPE_STORAGE_BUFFER or
VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC, the buffer member of each element of
pBufferInfo must have been created with VK_BUFFER_USAGE_STORAGE_BUFFER_BIT set
• If descriptorType is VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER or
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, the range member of each element of
pBufferInfo, or the effective range if range is VK_WHOLE_SIZE, must be less than or equal to
VkPhysicalDeviceLimits::maxUniformBufferRange
• If descriptorType is VK_DESCRIPTOR_TYPE_STORAGE_BUFFER or
VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC, the range member of each element of
pBufferInfo, or the effective range if range is VK_WHOLE_SIZE, must be less than or equal to
VkPhysicalDeviceLimits::maxStorageBufferRange
• If descriptorType is VK_DESCRIPTOR_TYPE_STORAGE_IMAGE or
VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT, the imageView member of each element of pImageInfo
must have been created with the identity swizzle
• If descriptorType is VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE or
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, the imageView member of each element of
pImageInfo must have been created with VK_IMAGE_USAGE_SAMPLED_BIT set
• All consecutive bindings updated via a single VkWriteDescriptorSet structure, except those
with a descriptorCount of zero, must have identical VkDescriptorBindingFlagBits
• Both of dstSet, and the elements of pTexelBufferView that are valid handles of non-ignored
parameters must have been created, allocated, or retrieved from the same VkDevice
// Provided by VK_VERSION_1_0
typedef enum VkDescriptorType {
VK_DESCRIPTOR_TYPE_SAMPLER = 0,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER = 1,
VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE = 2,
VK_DESCRIPTOR_TYPE_STORAGE_IMAGE = 3,
VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER = 4,
VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER = 5,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER = 6,
VK_DESCRIPTOR_TYPE_STORAGE_BUFFER = 7,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC = 8,
VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC = 9,
VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT = 10,
} VkDescriptorType;
// Provided by VK_VERSION_1_0
typedef struct VkDescriptorBufferInfo {
VkBuffer buffer;
VkDeviceSize offset;
VkDeviceSize range;
} VkDescriptorBufferInfo;
• offset is the offset in bytes from the start of buffer. Access to buffer memory via this descriptor
uses addressing that is relative to this starting offset.
• range is the size in bytes that is used for this descriptor update, or VK_WHOLE_SIZE to use the range
from offset to the end of the buffer.
common case where uniform buffer descriptors are suballocated from a buffer
that is much larger than maxUniformBufferRange.
Valid Usage
• If range is not equal to VK_WHOLE_SIZE, range must be less than or equal to the size of buffer
minus offset
// Provided by VK_VERSION_1_0
typedef struct VkDescriptorImageInfo {
VkSampler sampler;
VkImageView imageView;
VkImageLayout imageLayout;
} VkDescriptorImageInfo;
• imageView is an image view handle, and is used in descriptor updates for types
VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, VK_DESCRIPTOR_TYPE_STORAGE_IMAGE,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, and VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT.
• imageLayout is the layout that the image subresources accessible from imageView will be in at the
time this descriptor is accessed. imageLayout is used in descriptor updates for types
VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, VK_DESCRIPTOR_TYPE_STORAGE_IMAGE,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, and VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT.
Valid Usage
• If imageView is created from a depth/stencil image, the aspectMask used to create the
imageView must include either VK_IMAGE_ASPECT_DEPTH_BIT or VK_IMAGE_ASPECT_STENCIL_BIT
but not both
• imageLayout must match the actual VkImageLayout of each subresource accessible from
imageView at the time this descriptor is accessed as defined by the image layout matching
rules
• If sampler is used and the VkFormat of the image is a multi-planar format, the image must
have been created with VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT, and the aspectMask of the
imageView must be VK_IMAGE_ASPECT_PLANE_0_BIT, VK_IMAGE_ASPECT_PLANE_1_BIT or (for three-
plane formats only) VK_IMAGE_ASPECT_PLANE_2_BIT
• Both of imageView, and sampler that are valid handles of non-ignored parameters must
have been created, allocated, or retrieved from the same VkDevice
// Provided by VK_VERSION_1_0
typedef struct VkCopyDescriptorSet {
VkStructureType sType;
const void* pNext;
VkDescriptorSet srcSet;
uint32_t srcBinding;
uint32_t srcArrayElement;
VkDescriptorSet dstSet;
uint32_t dstBinding;
uint32_t dstArrayElement;
uint32_t descriptorCount;
} VkCopyDescriptorSet;
• srcSet, srcBinding, and srcArrayElement are the source set, binding, and array element,
respectively.
• dstSet, dstBinding, and dstArrayElement are the destination set, binding, and array element,
respectively.
Valid Usage
• The sum of srcArrayElement and descriptorCount must be less than or equal to the number
of array elements in the descriptor set binding specified by srcBinding, and all applicable
consecutive bindings, as described by consecutive binding updates
• The sum of dstArrayElement and descriptorCount must be less than or equal to the number
of array elements in the descriptor set binding specified by dstBinding, and all applicable
consecutive bindings, as described by consecutive binding updates
• The type of dstBinding within dstSet must be equal to the type of srcBinding within srcSet
• If srcSet is equal to dstSet, then the source and destination ranges of descriptors must not
overlap, where the ranges may include array elements from consecutive bindings as
described by consecutive binding updates
• If the descriptor pool from which srcSet was allocated was created with the
VK_DESCRIPTOR_POOL_CREATE_UPDATE_AFTER_BIND_BIT flag set, then the descriptor pool from
which dstSet was allocated must also have been created with the
VK_DESCRIPTOR_POOL_CREATE_UPDATE_AFTER_BIND_BIT flag set
• If the descriptor pool from which srcSet was allocated was created without the
VK_DESCRIPTOR_POOL_CREATE_UPDATE_AFTER_BIND_BIT flag set, then the descriptor pool from
which dstSet was allocated must also have been created without the
VK_DESCRIPTOR_POOL_CREATE_UPDATE_AFTER_BIND_BIT flag set
• Both of dstSet, and srcSet must have been created, allocated, or retrieved from the same
VkDevice
A descriptor update template specifies a mapping from descriptor update information in host
memory to descriptors in a descriptor set. It is designed to avoid passing redundant information to
the driver when frequently updating the same set of descriptors in descriptor sets.
// Provided by VK_VERSION_1_1
VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkDescriptorUpdateTemplate)
Updating a large VkDescriptorSet array can be an expensive operation since an application must
specify one VkWriteDescriptorSet structure for each descriptor or descriptor array to update, each
of which re-specifies the same state when updating the same descriptor in multiple descriptor sets.
For cases when an application wishes to update the same set of descriptors in multiple descriptor
sets allocated using the same VkDescriptorSetLayout, vkUpdateDescriptorSetWithTemplate can be
used as a replacement for vkUpdateDescriptorSets.
• device is the logical device that creates the descriptor update template.
• pAllocator controls host memory allocation as described in the Memory Allocation chapter.
Return Codes
Success
• VK_SUCCESS
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
• descriptorSetLayout is the descriptor set layout the parameter update template will be used
with. All descriptor sets which are going to be updated through the newly created descriptor
update template must be created with this layout. descriptorSetLayout is the descriptor set
layout used to build the descriptor update template. All descriptor sets which are going to be
updated through the newly created descriptor update template must be created with a layout
that matches (is the same as, or defined identically to) this layout. This parameter is ignored if
templateType is not VK_DESCRIPTOR_UPDATE_TEMPLATE_TYPE_DESCRIPTOR_SET.
Valid Usage
• flags must be 0
// Provided by VK_VERSION_1_1
typedef VkFlags VkDescriptorUpdateTemplateCreateFlags;
// Provided by VK_VERSION_1_1
typedef enum VkDescriptorUpdateTemplateType {
VK_DESCRIPTOR_UPDATE_TEMPLATE_TYPE_DESCRIPTOR_SET = 0,
} VkDescriptorUpdateTemplateType;
// Provided by VK_VERSION_1_1
typedef struct VkDescriptorUpdateTemplateEntry {
uint32_t dstBinding;
uint32_t dstArrayElement;
uint32_t descriptorCount;
VkDescriptorType descriptorType;
size_t offset;
size_t stride;
} VkDescriptorUpdateTemplateEntry;
• dstBinding is the descriptor binding to update when using this descriptor update template.
• offset is the offset in bytes of the first binding in the raw data structure.
• stride is the stride in bytes between two consecutive array elements of the descriptor update
informations in the raw data structure. The actual pointer ptr for each array element j of update
entry i is computed using the following formula:
The stride is useful in case the bindings are stored in structs along with other data.
Valid Usage
• dstBinding must be a valid binding in the descriptor set layout implicitly specified when
using a descriptor update template to update descriptors
• dstArrayElement and descriptorCount must be less than or equal to the number of array
elements in the descriptor set binding implicitly specified when using a descriptor update
template to update descriptors, and all applicable consecutive bindings, as described by
consecutive binding updates
// Provided by VK_VERSION_1_1
void vkDestroyDescriptorUpdateTemplate(
VkDevice device,
VkDescriptorUpdateTemplate descriptorUpdateTemplate,
const VkAllocationCallbacks* pAllocator);
• device is the logical device that has been used to create the descriptor update template
• pAllocator controls host memory allocation as described in the Memory Allocation chapter.
Host Synchronization
Once a VkDescriptorUpdateTemplate has been created, descriptor sets can be updated by calling:
// Provided by VK_VERSION_1_1
void vkUpdateDescriptorSetWithTemplate(
VkDevice device,
VkDescriptorSet descriptorSet,
VkDescriptorUpdateTemplate descriptorUpdateTemplate,
const void* pData);
• pData must be a valid pointer to a memory containing one or more valid instances of
VkDescriptorImageInfo, VkDescriptorBufferInfo, or VkBufferView in a layout defined by
descriptorUpdateTemplate when it was created with vkCreateDescriptorUpdateTemplate
Host Synchronization
API example
struct AppBufferView {
VkBufferView bufferView;
uint32_t applicationRelatedInformation;
};
struct AppDataStructure
{
VkDescriptorImageInfo imageInfo; // a single image info
VkDescriptorBufferInfo bufferInfoArray[3]; // 3 buffer infos in an array
AppBufferView bufferView[2]; // An application defined structure
containing a bufferView
// ... some more application related data
};
VkDescriptorUpdateTemplate myDescriptorUpdateTemplate;
myResult = vkCreateDescriptorUpdateTemplate(
myDevice,
&createInfo,
NULL,
&myDescriptorUpdateTemplate);
AppDataStructure appData;
// Provided by VK_VERSION_1_0
void vkCmdBindDescriptorSets(
VkCommandBuffer commandBuffer,
VkPipelineBindPoint pipelineBindPoint,
VkPipelineLayout layout,
uint32_t firstSet,
uint32_t descriptorSetCount,
const VkDescriptorSet* pDescriptorSets,
uint32_t dynamicOffsetCount,
const uint32_t* pDynamicOffsets);
• commandBuffer is the command buffer that the descriptor sets will be bound to.
Once bound, a descriptor set affects rendering of subsequent graphics or compute commands in the
command buffer until a different set is bound to the same set number, or else until the set is
disturbed as described in Pipeline Layout Compatibility.
If any of the sets being bound include dynamic uniform or storage buffers, then pDynamicOffsets
includes one element for each array element in each dynamic descriptor type binding in each set.
Values are taken from pDynamicOffsets in an order such that all entries for set N come before set
N+1; within a set, entries are ordered by the binding numbers in the descriptor set layouts; and
within a binding array, elements are in order. dynamicOffsetCount must equal the total number of
dynamic descriptors in the sets being bound.
The effective offset used for dynamic uniform and storage buffer bindings is the sum of the relative
offset taken from pDynamicOffsets, and the base address of the buffer plus base offset in the
descriptor set. The range of the dynamic uniform and storage buffer bindings is the buffer range as
specified in the descriptor set.
Each of the pDescriptorSets must be compatible with the pipeline layout specified by layout. The
layout used to program the bindings must also be compatible with the pipeline used in subsequent
graphics or compute commands, as defined in the Pipeline Layout Compatibility section.
The descriptor set contents bound by a call to vkCmdBindDescriptorSets may be consumed at the
following times:
• during host execution of the command, or during shader execution of the resulting draws and
dispatches, or any time in between.
Thus, the contents of a descriptor set binding must not be altered (overwritten by an update
command, or freed) between the first point in time that it may be consumed, and when the
command completes executing on the queue.
• For each dynamic uniform or storage buffer binding in pDescriptorSets, the sum of the
effective offset, as defined above, and the range of the binding must be less than or equal
to the size of the buffer
• The VkCommandPool that commandBuffer was allocated from must support graphics, or
compute operations
• Each of commandBuffer, layout, and the elements of pDescriptorSets must have been
created, allocated, or retrieved from the same VkDevice
• Host access to the VkCommandPool that commandBuffer was allocated from must be externally
synchronized
Command Properties
As described above in section Pipeline Layouts, the pipeline layout defines shader push constants
which are updated via Vulkan commands rather than via writes to memory or copy commands.
Note
Push constants represent a high speed path to modify constant data in pipelines
that is expected to outperform memory-backed resource updates.
The values of push constants are undefined at the start of a command buffer.
// Provided by VK_VERSION_1_0
void vkCmdPushConstants(
VkCommandBuffer commandBuffer,
VkPipelineLayout layout,
VkShaderStageFlags stageFlags,
uint32_t offset,
uint32_t size,
const void* pValues);
• commandBuffer is the command buffer in which the push constant update will be recorded.
• layout is the pipeline layout used to program the push constant updates.
• stageFlags is a bitmask of VkShaderStageFlagBits specifying the shader stages that will use the
push constants in the updated range.
• offset is the start offset of the push constant range to update, in units of bytes.
• size is the size of the push constant range to update, in units of bytes.
• pValues is a pointer to an array of size bytes containing the new push constant values.
As stageFlags needs to include all flags the relevant push constant ranges were
created with, any flags that are not supported by the queue family that the
VkCommandPool used to allocate commandBuffer was created on are ignored.
Valid Usage
• For each byte in the range specified by offset and size and for each shader stage in
stageFlags, there must be a push constant range in layout that includes that byte and that
stage
• For each byte in the range specified by offset and size and for each push constant range
that overlaps that byte, stageFlags must include all stages in that push constant range’s
VkPushConstantRange::stageFlags
• The VkCommandPool that commandBuffer was allocated from must support graphics, or
compute operations
• Both of commandBuffer, and layout must have been created, allocated, or retrieved from
the same VkDevice
Host Synchronization
• Host access to the VkCommandPool that commandBuffer was allocated from must be externally
synchronized
// Provided by VK_VERSION_1_2
VkDeviceAddress vkGetBufferDeviceAddress(
VkDevice device,
const VkBufferDeviceAddressInfo* pInfo);
• device is the logical device that the buffer was created on.
The 64-bit return value is an address of the start of pInfo->buffer. The address range starting at this
value and whose size is the size of the buffer can be used in a shader to access the memory bound
to that buffer, using the SPV_KHR_physical_storage_buffer extension or the equivalent and the
PhysicalStorageBuffer storage class. For example, this value can be stored in a uniform buffer, and
the shader can read the value from the uniform buffer and use it to do a dependent read/write to
this buffer. A value of zero is reserved as a “null” pointer and must not be returned as a valid
buffer device address. All loads, stores, and atomics in a shader through PhysicalStorageBuffer
pointers must access addresses in the address range of some buffer.
Valid Usage
// Provided by VK_VERSION_1_2
typedef struct VkBufferDeviceAddressInfo {
VkStructureType sType;
const void* pNext;
VkBuffer buffer;
} VkBufferDeviceAddressInfo;
Valid Usage
// Provided by VK_VERSION_1_2
uint64_t vkGetBufferOpaqueCaptureAddress(
VkDevice device,
const VkBufferDeviceAddressInfo* pInfo);
• device is the logical device that the buffer was created on.
Valid Usage
• InputAttachmentIndex
• BuiltIn
This specification describes valid uses for Vulkan of these decorations. Any other use of one of these
decorations is invalid.
All the variables forming the shader input and output interfaces are listed as operands to the
OpEntryPoint instruction and are declared with the Input or Output storage classes, respectively, in
the SPIR-V module. These generally form the interfaces between consecutive shader stages,
regardless of any non-shader stages between the consecutive shader stages.
There are two classes of variables that can be matched between shader stages, built-in variables
and user-defined variables. Each class has a different set of matching criteria.
Output variables of a shader stage have undefined values until the shader writes to them or uses the
Initializer operand when declaring the variable.
Shader built-in variables meeting the following requirements define the built-in interface block.
They must
There must be no more than one built-in interface block per shader per interface.
The non-built-in variables listed by OpEntryPoint with the Input or Output storage class form the
user-defined variable interface. These must have SPIR-V numerical types or, recursively, composite
types of such types. By default, the components of such types have a width of 32 or 64 bits. If an
implementation supports storageInputOutput16, components can also have a width of 16 bits.
These variables must be identified with a Location decoration and can also be identified with a
Component decoration.
Interface matching rules only apply to built-ins when they are declared as members of the built-in
interface block.
Tessellation control shader per-vertex output variables and blocks, and tessellation control,
tessellation evaluation, and geometry shader per-vertex input variables and blocks are required to
be declared as arrays, with each element representing input or output values for a single vertex of
a multi-vertex primitive. For the purposes of interface matching, the outermost array dimension of
such variables and blocks is ignored.
A user-defined output variable is considered to match an input variable in the subsequent stage if
the two variables are declared with the same Location and Component decoration and match in type
and decoration, except that interpolation decorations are not required to match. For the purposes
of interface matching, variables declared without a Component decoration are considered to have a
Component decoration of zero.
Variables or block members declared as structures are considered to match in type if and only if
the structure members match in type, decoration, number, and declaration order. Variables or
block members declared as arrays are considered to match in type only if both declarations specify
the same element type and size.
At an interface between two non-fragment shader stages, the built-in interface block must match
exactly, as described above. At an interface involving the fragment shader inputs, the presence or
absence of any built-in output does not affect the interface matching.
Any input value to a shader stage is well-defined as long as the preceding stages writes to a
matching output, as described above.
Additionally, scalar and vector inputs are well-defined if there is a corresponding output satisfying
all of the following conditions:
• the output is a vector with the same basic type and has at least as many components as the
input, and
• the common component type of the input and output is 16-bit integer or floating-point, or 32-bit
integer or floating-point (64-bit component types are excluded).
In this case, the components of the input will be taken from the first components of the output, and
any extra components of the output will be ignored.
This section describes location assignments for user-defined variables and how many locations are
consumed by a given user-variable type. As mentioned above, some inputs and outputs have an
additional level of arrayness relative to other shader inputs and outputs. This outer array level is
removed from the type before considering how many locations the type consumes.
The Location value specifies an interface slot comprised of a 32-bit four-component vector
conveyed between stages. The Component specifies components within these vector locations. Only
types with widths of 16, 32 or 64 are supported in shader interfaces.
Inputs and outputs of the following types consume a single interface location:
If a declared input or output is an array of size n and each element takes m locations, it will be
assigned m × n consecutive locations starting with the location specified.
If the declared input or output is an n × m 16-, 32- or 64-bit matrix, it will be assigned multiple
locations starting with the location specified. The number of locations assigned for each matrix will
be the same as for an n-element array of m-component vectors.
An OpVariable with a structure type that is not a block must be decorated with a Location.
When an OpVariable with a structure type (either block or non-block) is decorated with a Location,
the members in the structure type must not be decorated with a Location. The OpVariable’s
members are assigned consecutive locations in declaration order, starting from the first member,
When a block-type OpVariable is declared without a Location decoration, each member in its
structure type must be decorated with a Location. Types nested deeper than the top-level members
must not have Location decorations.
The locations consumed by block and structure members are determined by applying the rules
above in a depth-first traversal of the instantiated members as though the structure or block
member were declared as an input or output variable of the same type.
Any two inputs listed as operands on the same OpEntryPoint must not be assigned the same
location, either explicitly or implicitly. Any two outputs listed as operands on the same OpEntryPoint
must not be assigned the same location, either explicitly or implicitly.
The number of input and output locations available for a shader input or output interface are
limited, and dependent on the shader stage as described in Shader Input and Output Locations. All
variables in both the built-in interface block and the user-defined variable interface count against
these limits. Each effective Location must have a value less than the number of locations available
for the given interface, as specified in the "Locations Available" column in Shader Input and Output
Locations.
The Component decoration allows the Location to be more finely specified for scalars and vectors,
down to the individual components within a location that are consumed. The components within a
location are 0, 1, 2, and 3. A variable or block member starting at component N will consume
components N, N+1, N+2, … up through its size. For 16-, and 32-bit types, it is invalid if this sequence
of components gets larger than 3. A scalar 64-bit type will consume two of these components in
sequence, and a two-component 64-bit vector type will consume all four components available
within a location. A three- or four-component 64-bit vector type must not specify a Component
A scalar or two-component 64-bit data type must not specify a Component decoration of 1 or 3. A
Component decoration must not be specified for any type that is not a scalar or vector.
The vertex shader input variables listed by OpEntryPoint with the Input storage class form the vertex
input interface. These variables must be identified with a Location decoration and can also be
identified with a Component decoration.
For the purposes of interface matching: variables declared without a Component decoration are
considered to have a Component decoration of zero. The number of available vertex input locations is
given by the maxVertexInputAttributes member of the VkPhysicalDeviceLimits structure.
All vertex shader inputs declared as above must have a corresponding attribute and binding in the
pipeline.
The fragment shader output variables listed by OpEntryPoint with the Output storage class form the
fragment output interface. These variables must be identified with a Location decoration. They can
also be identified with a Component decoration and/or an Index decoration. For the purposes of
interface matching: variables declared without a Component decoration are considered to have a
Component decoration of zero, and variables declared without an Index decoration are considered to
have an Index decoration of zero.
A fragment shader output variable identified with a Location decoration of i is directed to the color
attachment indicated by pColorAttachments[i], after passing through the blending unit as described
in Blending, if enabled. Locations are consumed as described in Location Assignment. The number
of available fragment output locations is given by the maxFragmentOutputAttachments member of the
VkPhysicalDeviceLimits structure.
Components of the output variables are assigned as described in Component Assignment. Output
Fragment outputs identified with an Index of zero are directed to the first input of the blending unit
associated with the corresponding Location. Outputs identified with an Index of one are directed to
the second input of the corresponding blending unit.
No component aliasing of output variables is allowed, that is there must not be two output variables
which have the same location, component, and index, either explicitly declared or implied.
Output values written by a fragment shader must be declared with either OpTypeFloat or OpTypeInt,
and a Width of 32. If storageInputOutput16 is supported, output values written by a fragment shader
can be also declared with either OpTypeFloat or OpTypeInt and a Width of 16. Composites of these
types are also permitted. If the color attachment has a signed or unsigned normalized fixed-point
format, color values are assumed to be floating-point and are converted to fixed-point as described
in Conversion from Floating-Point to Normalized Fixed-Point; If the color attachment has an integer
format, color values are assumed to be integers and converted to the bit-depth of the target. Any
value that cannot be represented in the attachment’s format is undefined. For any other attachment
format no conversion is performed. If the type of the values written by the fragment shader do not
match the format of the corresponding color attachment, the resulting values are undefined for
those components.
The fragment shader subpass input variables with the UniformConstant storage class and a
decoration of InputAttachmentIndex that are statically used by OpEntryPoint form the fragment input
attachment interface. These variables must be declared with a type of OpTypeImage, a Dim operand of
SubpassData, and a Sampled operand of 2.
A subpass input variable identified with an InputAttachmentIndex decoration of i reads from the
input attachment indicated by pInputAttachments[i] member of VkSubpassDescription. If the subpass
input variable is declared as an array of size N, it consumes N consecutive input attachments,
starting with the index specified. There must not be more than one input variable with the same
InputAttachmentIndex whether explicitly declared or implied by an array declaration. The number
of available input attachment indices is given by the maxPerStageDescriptorInputAttachments
member of the VkPhysicalDeviceLimits structure.
Variables identified with the InputAttachmentIndex must only be used by a fragment stage. The basic
data type (floating-point, integer, unsigned integer) of the subpass input must match the basic
format of the corresponding input attachment, or the values of subpass loads from these variables
The set of shader variables that form the shader resource interface for a stage are the variables
statically used by that stage’s OpEntryPoint with a storage class of Uniform, UniformConstant,
StorageBuffer, or PushConstant. For the fragment shader, this includes the fragment input
attachment interface.
The shader resource interface consists of two sub-interfaces: the push constant interface and the
descriptor set interface.
The shader variables defined with a storage class of PushConstant that are statically used by the
shader entry points for the pipeline define the push constant interface. They must be:
• typed as OpTypeStruct,
• laid out explicitly using the Offset, ArrayStride, and MatrixStride decorations as specified in
Offset and Stride Assignment.
There must be no more than one push constant block statically used per shader entry point.
Each statically used member of a push constant block must be placed at an Offset such that the
entire member is entirely contained within the VkPushConstantRange for each OpEntryPoint that
uses it, and the stageFlags for that range must specify the appropriate VkShaderStageFlagBits for
that stage. The Offset decoration for any member of a push constant block must not cause the
space required for that member to extend outside the range [0, maxPushConstantsSize).
Any member of a push constant block that is declared as an array must only be accessed with
dynamically uniform indices.
The descriptor set interface is comprised of the shader variables with the storage class of
StorageBuffer, Uniform or UniformConstant (including the variables in the fragment input attachment
interface) that are statically used by the shader entry points for the pipeline.
These variables must have DescriptorSet and Binding decorations specified, which are assigned and
matched with the VkDescriptorSetLayout objects in the pipeline layout as described in DescriptorSet
and Binding Assignment.
The Image Format of an OpTypeImage declaration must not be Unknown, for variables which are used
for OpAtomic* operations.
Variables identified with the Uniform storage class are used to access transparent buffer backed
resources. Such variables must be:
• laid out explicitly using the Offset, ArrayStride, and MatrixStride decorations as specified in
Offset and Stride Assignment.
Variables identified with the StorageBuffer storage class are used to access transparent buffer
backed resources. Such variables must be:
• laid out explicitly using the Offset, ArrayStride, and MatrixStride decorations as specified in
Offset and Stride Assignment.
The Offset decoration for any member of a Block-decorated variable in the Uniform storage class
must not cause the space required for that variable to extend outside the range [0,
maxUniformBufferRange). The Offset decoration for any member of a Block-decorated variable in the
StorageBuffer storage class must not cause the space required for that variable to extend outside
the range [0, maxStorageBufferRange).
SPIR-V variables decorated with a descriptor set and binding that identify a combined image
sampler descriptor can have a type of OpTypeImage, OpTypeSampler (Sampled=1), or OpTypeSampledImage.
Arrays of any of these types can be indexed with constant integral expressions. The following
features must be enabled and capabilities must be declared in order to index such arrays with
dynamically uniform or non-uniform indices:
If an instruction loads from or stores to a resource (including atomics and image instructions) and
the resource descriptor being accessed is not dynamically uniform, then the corresponding non-
uniform indexing feature must be enabled and the capability must be declared. If an instruction
loads from or stores to a resource (including atomics and image instructions) and the resource
descriptor being accessed is loaded from an array element with a non-constant index, then the
corresponding dynamic or non-uniform indexing feature must be enabled and the capability must
be declared.
If the combined image sampler enables sampler Y′CBCR conversion, it must be indexed only by
constant integral expressions when aggregated into arrays in shader code, irrespective of the
shaderSampledImageArrayDynamicIndexing feature.
sampler VK_DESCRIPTOR_TYPE_SAMPLER or
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER
1
in addition to DescriptorSet and Binding
DescriptorSet decoration values must be between zero and maxBoundDescriptorSets minus one,
inclusive. Binding decoration values can be any 32-bit unsigned integer value, as described in
Descriptor Set Layout. Each descriptor set has its own binding name space.
If the Binding decoration is used with an array, the entire array is assigned that binding value. The
array must be a single-dimensional array and size of the array must be no larger than the number
of descriptors in the binding. If the array is runtime-sized, then array elements greater than or
equal to the size of that binding in the bound descriptor set must not be used. If the array is
runtime-sized, the runtimeDescriptorArray feature must be enabled and the RuntimeDescriptorArray
capability must be declared. The index of each element of the array is referred to as the
arrayElement. For the purposes of interface matching and descriptor set operations, if a resource
variable is not an array, it is treated as if it has an arrayElement of zero.
There is a limit on the number of resources of each type that can be accessed by a pipeline stage as
shown in Shader Resource Limits. The “Resources Per Stage” column gives the limit on the number
each type of resource that can be statically used for an entry point in any given stage in a pipeline.
The “Resource Types” column lists which resource types are counted against the limit. Some
resource types count against multiple limits.
The pipeline layout may include descriptor sets and bindings which are not referenced by any
variables statically used by the entry points for the shader stages in the binding’s stageFlags.
However, if a variable assigned to a given DescriptorSet and Binding is statically used by the entry
point for a shader stage, the pipeline layout must contain a descriptor set layout binding in that
descriptor set layout and for that binding number, and that binding’s stageFlags must include the
appropriate VkShaderStageFlagBits for that stage. The variable must be of a valid resource type
determined by its SPIR-V type and storage class, as defined in Shader Resource and Storage Class
Correspondence. The descriptor set layout binding must be of a corresponding descriptor type, as
defined in Shader Resource and Descriptor Type Correspondence.
If multiple shader variables are declared with the same set and binding values,
and with the same underlying descriptor type, they can all be statically used
within the same shader. However, accesses are not automatically synchronized,
and Aliased decorations should be used to avoid data hazards (see section 2.18.2
If multiple shader variables with the same set and binding values are declared in a
single shader, but with different declared types, where any of those are not
supported by the relevant bound descriptor, that shader can only be executed if
the variables with the unsupported type are not statically used.
sampler
maxPerStageDescriptorSamplers or
maxPerStageDescriptorUpdateAfterBindSamplers combined image sampler
sampled image
maxPerStageDescriptorSampledImages or
maxPerStageDescriptorUpdateAfterBindSampledI combined image sampler
mages
uniform texel buffer
Certain objects must be explicitly laid out using the Offset, ArrayStride, and MatrixStride, as
described in SPIR-V explicit layout validation rules. All such layouts also must conform to the
following requirements.
Note
The numeric order of Offset decorations does not need to follow member
declaration order.
Alignment Requirements
There are different alignment requirements depending on the specific resources and on the
features enabled on the device.
The scalar alignment of the type of an OpTypeStruct member is defined recursively as follows:
• A vector or matrix type has a scalar alignment equal to that of its component type.
• An array type has a scalar alignment equal to that of its element type.
• A structure has a scalar alignment equal to the largest scalar alignment of any of its members.
The base alignment of the type of an OpTypeStruct member is defined recursively as follows:
• A two-component vector has a base alignment equal to twice its scalar alignment.
• A three- or four-component vector has a base alignment equal to four times its scalar alignment.
• An array has a base alignment equal to the base alignment of its element type.
• A structure has a base alignment equal to the largest base alignment of any of its members.
• A row-major matrix of C columns has a base alignment equal to the base alignment of a vector
of C matrix components.
• A column-major matrix has a base alignment equal to the base alignment of the matrix column
type.
The extended alignment of the type of an OpTypeStruct member is similarly defined as follows:
• A scalar, vector or matrix type has an extended alignment equal to its base alignment.
• An array or structure type has an extended alignment equal to the largest extended alignment
of any of its members, rounded up to a multiple of 16.
• It is a vector with total size less than or equal to 16 bytes, and has Offset decorations placing its
• It is a vector with total size greater than 16 bytes and has its Offset decorations placing its first
byte at a non-integer multiple of 16.
Every member of an OpTypeStruct that is required to be explicitly laid out must be aligned
according to the first matching rule as follows. If the struct is contained in pointer types of multiple
storage classes, it must satisfy the requirements for every storage class used to reference it.
1. If the scalarBlockLayout feature is enabled on the device then every member must be aligned
according to its scalar alignment.
3. If the uniformBufferStandardLayout feature is not enabled on the device, then any member of an
OpTypeStruct with a storage class of Uniform and a decoration of Block must be aligned according
to its extended alignment.
Note
• Any ArrayStride or MatrixStride decoration must be a multiple of the alignment of the array or
matrix as defined above.
• The Offset decoration of a member must not place it between the end of a structure or an array
and the next multiple of the alignment of that structure or array.
Note
The std430 layout in GLSL satisfies these rules for types using the base alignment.
The std140 layout satisfies the rules for types using the extended alignment.
BaseInstance
Decorating a variable with the BaseInstance built-in will make that variable contain the integer
value corresponding to the first instance that was passed to the command that invoked the
current vertex shader invocation. BaseInstance is the firstInstance parameter to a direct
drawing command or the firstInstance member of a structure consumed by an indirect drawing
command.
The variable decorated with BaseInstance must be declared using the input storage class.
The variable decorated with BaseInstance must be declared as a scalar 32-bit integer.
BaseVertex
Decorating a variable with the BaseVertex built-in will make that variable contain the integer
value corresponding to the first vertex or vertex offset that was passed to the command that
invoked the current vertex shader invocation. For non-indexed drawing commands, this variable
is the firstVertex parameter to a direct drawing command or the firstVertex member of the
structure consumed by an indirect drawing command. For indexed drawing commands, this
variable is the vertexOffset parameter to a direct drawing command or the vertexOffset member
of the structure consumed by an indirect drawing command.
The variable decorated with BaseVertex must be declared using the input storage class.
The variable decorated with BaseVertex must be declared as a scalar 32-bit integer.
ClipDistance
Decorating a variable with the ClipDistance built-in decoration will make that variable contain
th
the mechanism for controlling user clipping. ClipDistance is an array such that the i element of
the array specifies the clip distance for plane i. A clip distance of 0 means the vertex is on the
plane, a positive distance means the vertex is inside the clip half-space, and a negative distance
means the point is outside the clip half-space.
The ClipDistance decoration must be used only within vertex, fragment, tessellation control,
tessellation evaluation, and geometry shaders.
In vertex shaders, any variable decorated with ClipDistance must be declared using the Output
storage class.
In fragment shaders, any variable decorated with ClipDistance must be declared using the Input
storage class.
In tessellation control, tessellation evaluation, or geometry shaders, any variable decorated with
ClipDistance must not be in a storage class other than Input or Output.
Note
The array variable decorated with ClipDistance is explicitly sized by the shader.
Note
In the last vertex processing stage, these values will be linearly interpolated across
the primitive and the portion of the primitive with interpolated distances less than
0 will be considered outside the clip volume. If ClipDistance is then used by a
fragment shader, ClipDistance contains these linearly interpolated values.
CullDistance
Decorating a variable with the CullDistance built-in decoration will make that variable contain
the mechanism for controlling user culling. If any member of this array is assigned a negative
value for all vertices belonging to a primitive, then the primitive is discarded before
rasterization.
The CullDistance decoration must be used only within vertex, fragment, tessellation control,
tessellation evaluation, and geometry shaders.
In vertex shaders, any variable decorated with CullDistance must be declared using the Output
storage class.
In fragment shaders, any variable decorated with CullDistance must be declared using the Input
storage class.
In tessellation control, tessellation evaluation, or geometry shaders, any variable decorated with
CullDistance must not be declared in a storage class other than input or output.
Any variable decorated with CullDistance must be declared as an array of 32-bit floating-point
values.
Note
In fragment shaders, the values of the CullDistance array are linearly interpolated
across each primitive.
Note
DeviceIndex
The DeviceIndex decoration can be applied to a shader input which will be filled with the device
index of the physical device that is executing the current shader invocation. This value will be in
the range , where physicalDeviceCount is the physicalDeviceCount
member of VkDeviceGroupDeviceCreateInfo.
The variable decorated with DeviceIndex must be declared using the Input storage class.
The variable decorated with DeviceIndex must be declared as a scalar 32-bit integer.
DrawIndex
Decorating a variable with the DrawIndex built-in will make that variable contain the integer
value corresponding to the zero-based index of the drawing command that invoked the current
vertex shader invocation. For indirect drawing commands, DrawIndex begins at zero and
increments by one for each draw command executed. The number of draw commands is given
by the drawCount parameter. For direct drawing commands, DrawIndex is always zero. DrawIndex is
dynamically uniform.
The variable decorated with DrawIndex must be declared using the input storage class.
The variable decorated with DrawIndex must be declared as a scalar 32-bit integer.
FragCoord
Decorating a variable with the FragCoord built-in decoration will make that variable contain the
framebuffer coordinate of the fragment being processed. The (x,y) coordinate (0,0) is
the upper left corner of the upper left pixel in the framebuffer.
When Sample Shading is enabled, the x and y components of FragCoord reflect the location of
one of the samples corresponding to the shader invocation.
Otherwise, the x and y components of FragCoord reflect the location of the center of the
fragment.
The variable decorated with FragCoord must be declared using the Input storage class.
The variable decorated with FragCoord must be declared as a four-component vector of 32-bit
floating-point values.
FragDepth
To have a shader supply a fragment-depth value, the shader must declare the DepthReplacing
execution mode. Such a shader’s fragment-depth value will come from the variable decorated
with the FragDepth built-in decoration.
This value will be used for any subsequent depth testing performed by the implementation or
writes to the depth attachment.
The variable decorated with FragDepth must be declared using the Output storage class.
The variable decorated with FragDepth must be declared as a scalar 32-bit floating-point value.
FrontFacing
Decorating a variable with the FrontFacing built-in decoration will make that variable contain
whether the fragment is front or back facing. This variable is non-zero if the current fragment is
considered to be part of a front-facing polygon primitive or of a non-polygon primitive and is
zero if the fragment is considered to be part of a back-facing polygon primitive.
The variable decorated with FrontFacing must be declared using the Input storage class.
GlobalInvocationId
Decorating a variable with the GlobalInvocationId built-in decoration will make that variable
contain the location of the current invocation within the global workgroup. Each component is
equal to the index of the local workgroup multiplied by the size of the local workgroup plus
LocalInvocationId.
The variable decorated with GlobalInvocationId must be declared using the Input storage class.
HelperInvocation
Decorating a variable with the HelperInvocation built-in decoration will make that variable
contain whether the current invocation is a helper invocation. This variable is non-zero if the
current fragment being shaded is a helper invocation and zero otherwise. A helper invocation is
an invocation of the shader that is produced to satisfy internal requirements such as the
generation of derivatives.
The variable decorated with HelperInvocation must be declared using the Input storage class.
Note
It is very likely that a helper invocation will have a value of SampleMask fragment
shader input value that is zero.
InvocationId
Decorating a variable with the InvocationId built-in decoration will make that variable contain
In a geometry shader, the index of the current shader invocation ranges from zero to the
number of instances declared in the shader minus one. If the instance count of the geometry
shader is one or is not specified, then InvocationId will be zero.
The InvocationId decoration must be used only within tessellation control and geometry
shaders.
The variable decorated with InvocationId must be declared using the Input storage class.
The variable decorated with InvocationId must be declared as a scalar 32-bit integer.
InstanceIndex
Decorating a variable in a vertex shader with the InstanceIndex built-in decoration will make
that variable contain the index of the instance that is being processed by the current vertex
shader invocation. InstanceIndex begins at the firstInstance parameter to vkCmdDraw or
vkCmdDrawIndexed or at the firstInstance member of a structure consumed by
vkCmdDrawIndirect or vkCmdDrawIndexedIndirect.
The variable decorated with InstanceIndex must be declared using the Input storage class.
The variable decorated with InstanceIndex must be declared as a scalar 32-bit integer.
Layer
Decorating a variable with the Layer built-in decoration will make that variable contain the
select layer of a multi-layer framebuffer attachment.
In a vertex, tessellation evaluation, or geometry shader, any variable decorated with Layer can
be written with the framebuffer layer index to which the primitive produced by that shader will
be directed.
The last active vertex processing stage (in pipeline order) controls the Layer that is used. Outputs
in previous shader stages are not used, even if the last stage fails to write the Layer.
If the last active vertex processing stage shader entry point’s interface does not include a
variable decorated with Layer, then the first layer is used. If a vertex processing stage shader
entry point’s interface includes a variable decorated with Layer, it must write the same value to
Layer for all output vertices of a given primitive. If the Layer value is less than 0 or greater than
or equal to the number of layers in the framebuffer, then primitives may still be rasterized,
fragment shaders may be executed, and the framebuffer values for all layers are undefined.
The Layer decoration must be used only within vertex, tessellation evaluation, geometry, and
fragment shaders. If the shaderOutputLayer feature is not enabled then the Layer decoration
must be used only with geometry, and fragment shaders.
In a vertex, tessellation evaluation, or geometry shader, any variable decorated with Layer must
be declared using the Output storage class.
In a fragment shader, any variable decorated with Layer must be declared using the Input
storage class.
Any variable decorated with Layer must be declared as a scalar 32-bit integer.
LocalInvocationId
Decorating a variable with the LocalInvocationId built-in decoration will make that variable
contain the location of the current compute shader invocation within the local workgroup. Each
component ranges from zero through to the size of the workgroup in that dimension minus one.
The variable decorated with LocalInvocationId must be declared using the Input storage class.
Note
If the size of the workgroup in a particular dimension is one, then the
LocalInvocationIndex
Decorating a variable with the LocalInvocationIndex built-in decoration will make that variable
contain a one-dimensional representation of LocalInvocationId. This is computed as:
LocalInvocationIndex =
LocalInvocationId.z * WorkgroupSize.x * WorkgroupSize.y +
LocalInvocationId.y * WorkgroupSize.x +
LocalInvocationId.x;
The variable decorated with LocalInvocationIndex must be declared using the Input storage
class.
The variable decorated with LocalInvocationIndex must be declared as a scalar 32-bit integer.
NumSubgroups
Decorating a variable with the NumSubgroups built-in decoration will make that variable contain
the number of subgroups in the local workgroup.
The object decorated with NumSubgroups must be declared as a scalar 32-bit integer.
NumWorkgroups
Decorating a variable with the NumWorkgroups built-in decoration will make that variable contain
the number of local workgroups that are part of the dispatch that the invocation belongs to.
Each component is equal to the values of the workgroup count parameters passed into the
dispatch commands.
The variable decorated with NumWorkgroups must be declared using the Input storage class.
The variable decorated with NumWorkgroups must be declared as a three-component vector of 32-
bit integers.
PatchVertices
Decorating a variable with the PatchVertices built-in decoration will make that variable contain
the number of vertices in the input patch being processed by the shader. A single tessellation
control or tessellation evaluation shader can read patches of differing sizes, so the value of the
PatchVertices variable may differ between patches.
The PatchVertices decoration must be used only within tessellation control and tessellation
evaluation shaders.
The variable decorated with PatchVertices must be declared using the Input storage class.
The variable decorated with PatchVertices must be declared as a scalar 32-bit integer.
PointCoord
Decorating a variable with the PointCoord built-in decoration will make that variable contain the
coordinate of the current fragment within the point being rasterized, normalized to the size of
the point with origin in the upper left corner of the point, as described in Basic Point
Rasterization. If the primitive the fragment shader invocation belongs to is not a point, then the
variable decorated with PointCoord contains an undefined value.
The variable decorated with PointCoord must be declared using the Input storage class.
The variable decorated with PointCoord must be declared as two-component vector of 32-bit
floating-point values.
Note
Depending on how the point is rasterized, PointCoord may never reach (0,0) or
(1,1).
PointSize
Decorating a variable with the PointSize built-in decoration will make that variable contain the
The PointSize decoration must be used only within vertex, tessellation control, tessellation
evaluation, and geometry shaders.
In a vertex shader, any variable decorated with PointSize must be declared using the Output
storage class.
Any variable decorated with PointSize must be declared as a scalar 32-bit floating-point value.
Note
When PointSize decorates a variable in the Input storage class, it contains the data
written to the output variable decorated with PointSize from the previous shader
stage.
Position
Decorating a variable with the Position built-in decoration will make that variable contain the
position of the current vertex. In the last vertex processing stage, the value of the variable
decorated with Position is used in subsequent primitive assembly, clipping, and rasterization
operations.
The Position decoration must be used only within vertex, tessellation control, tessellation
evaluation, and geometry shaders.
In a vertex shader, any variable decorated with Position must be declared using the Output
storage class.
Any variable decorated with Position must be declared as a four-component vector of 32-bit
floating-point values.
Note
When Position decorates a variable in the Input storage class, it contains the data
written to the output variable decorated with Position from the previous shader
stage.
PrimitiveId
Decorating a variable with the PrimitiveId built-in decoration will make that variable contain
the index of the current primitive.
The index of the first primitive generated by a drawing command is zero, and the index is
incremented after every individual point, line, or triangle primitive is processed.
Variables decorated with PrimitiveId are reset to zero between each instance drawn.
Restarting a primitive topology using primitive restart has no effect on the value of variables
decorated with PrimitiveId.
In tessellation control and tessellation evaluation shaders, it will contain the index of the patch
within the current set of rendering primitives that correspond to the shader invocation.
In a geometry shader, it will contain the number of primitives presented as input to the shader
since the current set of rendering primitives was started.
In a fragment shader, it will contain the primitive index written by the geometry shader if a
geometry shader is present, or with the value that would have been presented as input to the
geometry shader had it been present.
If a geometry shader is present and the fragment shader reads from an input variable decorated
with PrimitiveId, then the geometry shader must write to an output variable decorated with
PrimitiveId in all execution paths.
The PrimitiveId decoration must be used only within fragment, tessellation control, tessellation
evaluation, and geometry shaders.
In a geometry shader, any variable decorated with PrimitiveId must be declared using either
the Input or Output storage class.
In a fragment shader, any variable decorated with PrimitiveId must be declared using the Input
storage class, and either the Geometry or Tessellation capability must also be declared.
Any variable decorated with PrimitiveId must be declared as a scalar 32-bit integer.
Note
SampleId
Decorating a variable with the SampleId built-in decoration will make that variable contain the
coverage index for the current fragment shader invocation. SampleId ranges from zero to the
number of samples in the framebuffer minus one. If a fragment shader entry point’s interface
includes an input variable decorated with SampleId, Sample Shading is considered enabled with
a minSampleShading value of 1.0.
The variable decorated with SampleId must be declared as a scalar 32-bit integer.
SampleMask
Decorating a variable with the SampleMask built-in decoration will make any variable contain the
coverage mask for the current fragment shader invocation.
A variable in the Input storage class decorated with SampleMask will contain a bitmask of the set
of samples covered by the primitive generating the fragment during rasterization. It has a
sample bit set if and only if the sample is considered covered for this fragment shader
invocation. SampleMask[] is an array of integers. Bits are mapped to samples in a manner where
bit B of mask M (SampleMask[M]) corresponds to sample 32 × M + B.
When state specifies multiple fragment shader invocations for a given fragment, the sample
mask for any single fragment shader invocation specifies the subset of the covered samples for
the fragment that correspond to the invocation. In this case, the bit corresponding to each
covered sample will be set in exactly one fragment shader invocation.
A variable in the Output storage class decorated with SampleMask is an array of integers forming a
bit array in a manner similar an input variable decorated with SampleMask, but where each bit
represents coverage as computed by the shader. Modifying the sample mask by writing zero to a
bit of SampleMask causes the sample to be considered uncovered. However, setting sample mask
bits to one will never enable samples not covered by the original primitive. If the fragment
shader is being evaluated at any frequency other than per-fragment, bits of the sample mask not
corresponding to the current fragment shader invocation are ignored. This array must be sized
in the fragment shader either implicitly or explicitly, to be no larger than the implementation-
dependent maximum sample-mask (as an array of 32-bit elements), determined by the
maximum number of samples. If a fragment shader entry point’s interface includes an output
variable decorated with SampleMask, the sample mask will be undefined for any array elements of
any fragment shader invocations that fail to assign a value. If a fragment shader entry point’s
interface does not include an output variable decorated with SampleMask, the sample mask has no
effect on the processing of a fragment.
Any variable decorated with SampleMask must be declared using either the Input or Output
storage class.
Any variable decorated with SampleMask must be declared as an array of 32-bit integers.
SamplePosition
Decorating a variable with the SamplePosition built-in decoration will make that variable contain
the sub-pixel position of the sample being shaded. The top left of the pixel is considered to be at
coordinate (0,0) and the bottom right of the pixel is considered to be at coordinate (1,1).
+ If a fragment shader entry point’s interface includes an input variable decorated with
SamplePosition, Sample Shading is considered enabled with a minSampleShading value of 1.0.
+ The variable decorated with SamplePosition must be declared as a two-component vector of 32-
bit floating-point values.
SubgroupId
Decorating a variable with the SubgroupId built-in decoration will make that variable contain the
index of the subgroup within the local workgroup. This variable is in range [0, NumSubgroups-1].
The variable decorated with SubgroupId must be declared using the Input storage class.
The variable decorated with SubgroupId must be declared as a scalar 32-bit integer.
SubgroupEqMask
Decorating a variable with the SubgroupEqMask builtin decoration will make that variable contain
the subgroup mask of the current subgroup invocation. The bit corresponding to the
SubgroupLocalInvocationId is set in the variable decorated with SubgroupEqMask. All other bits are
set to zero.
The variable decorated with SubgroupEqMask must be declared using the Input storage class.
The variable decorated with SubgroupEqMask must be declared as a four-component vector of 32-
bit integer values.
SubgroupGeMask
Decorating a variable with the SubgroupGeMask builtin decoration will make that variable contain
the subgroup mask of the current subgroup invocation. The bits corresponding to the
invocations greater than or equal to SubgroupLocalInvocationId through SubgroupSize-1 are set in
the variable decorated with SubgroupGeMask. All other bits are set to zero.
The variable decorated with SubgroupGeMask must be declared using the Input storage class.
The variable decorated with SubgroupGeMask must be declared as a four-component vector of 32-
bit integer values.
SubgroupGtMask
Decorating a variable with the SubgroupGtMask builtin decoration will make that variable contain
the subgroup mask of the current subgroup invocation. The bits corresponding to the
invocations greater than SubgroupLocalInvocationId through SubgroupSize-1 are set in the
variable decorated with SubgroupGtMask. All other bits are set to zero.
The variable decorated with SubgroupGtMask must be declared using the Input storage class.
The variable decorated with SubgroupGtMask must be declared as a four-component vector of 32-
bit integer values.
SubgroupLeMask
Decorating a variable with the SubgroupLeMask builtin decoration will make that variable contain
the subgroup mask of the current subgroup invocation. The bits corresponding to the
invocations less than or equal to SubgroupLocalInvocationId are set in the variable decorated
with SubgroupLeMask. All other bits are set to zero.
The variable decorated with SubgroupLeMask must be declared using the Input storage class.
The variable decorated with SubgroupLeMask must be declared as a four-component vector of 32-
bit integer values.
SubgroupLtMask
Decorating a variable with the SubgroupLtMask builtin decoration will make that variable contain
the subgroup mask of the current subgroup invocation. The bits corresponding to the
invocations less than SubgroupLocalInvocationId are set in the variable decorated with
SubgroupLtMask. All other bits are set to zero.
The variable decorated with SubgroupLtMask must be declared using the Input storage class.
The variable decorated with SubgroupLtMask must be declared as a four-component vector of 32-
bit integer values.
SubgroupLocalInvocationId
Decorating a variable with the SubgroupLocalInvocationId builtin decoration will make that
variable contain the index of the invocation within the subgroup. This variable is in range
[0,SubgroupSize-1].
The variable decorated with SubgroupLocalInvocationId must be declared using the Input storage
class.
Note
SubgroupSize
Decorating a variable with the SubgroupSize builtin decoration will make that variable contain
the implementation-dependent number of invocations in a subgroup. This value must be a
power-of-two integer.
The variable decorated with SubgroupSize must be declared using the Input storage class.
The variable decorated with SubgroupSize must be declared as a scalar 32-bit integer.
TessCoord
Decorating a variable with the TessCoord built-in decoration will make that variable contain the
three-dimensional (u,v,w) barycentric coordinate of the tessellated vertex within the patch. u, v,
and w are in the range [0,1] and vary linearly across the primitive being subdivided. For the
tessellation modes of Quads or IsoLines, the third component is always zero.
The TessCoord decoration must be used only within tessellation evaluation shaders.
The variable decorated with TessCoord must be declared using the Input storage class.
The variable decorated with TessCoord must be declared as three-component vector of 32-bit
floating-point values.
TessLevelOuter
Decorating a variable with the TessLevelOuter built-in decoration will make that variable contain
the outer tessellation levels for the current patch.
In tessellation control shaders, the variable decorated with TessLevelOuter can be written to,
which controls the tessellation factors for the resulting patch. These values are used by the
tessellator to control primitive tessellation and can be read by tessellation evaluation shaders.
In tessellation evaluation shaders, the variable decorated with TessLevelOuter can read the
values written by the tessellation control shader.
The TessLevelOuter decoration must be used only within tessellation control and tessellation
evaluation shaders.
In a tessellation control shader, any variable decorated with TessLevelOuter must be declared
using the Output storage class.
Any variable decorated with TessLevelOuter must be declared as an array of size four,
containing 32-bit floating-point values.
TessLevelInner
Decorating a variable with the TessLevelInner built-in decoration will make that variable contain
the inner tessellation levels for the current patch.
In tessellation control shaders, the variable decorated with TessLevelInner can be written to,
which controls the tessellation factors for the resulting patch. These values are used by the
tessellator to control primitive tessellation and can be read by tessellation evaluation shaders.
In tessellation evaluation shaders, the variable decorated with TessLevelInner can read the
The TessLevelInner decoration must be used only within tessellation control and tessellation
evaluation shaders.
In a tessellation control shader, any variable decorated with TessLevelInner must be declared
using the Output storage class.
Any variable decorated with TessLevelInner must be declared as an array of size two, containing
32-bit floating-point values.
VertexIndex
Decorating a variable with the VertexIndex built-in decoration will make that variable contain
the index of the vertex that is being processed by the current vertex shader invocation. For non-
indexed draws, this variable begins at the firstVertex parameter to vkCmdDraw or the
firstVertex member of a structure consumed by vkCmdDrawIndirect and increments by one for
each vertex in the draw. For indexed draws, its value is the content of the index buffer for the
vertex plus the vertexOffset parameter to vkCmdDrawIndexed or the vertexOffset member of
the structure consumed by vkCmdDrawIndexedIndirect.
The variable decorated with VertexIndex must be declared using the Input storage class.
The variable decorated with VertexIndex must be declared as a scalar 32-bit integer.
Note
VertexIndex starts at the same starting value for each instance.
ViewIndex
The ViewIndex decoration can be applied to a shader input which will be filled with the index of
the view that is being processed by the current shader invocation.
If multiview is enabled in the render pass, this value will be one of the bits set in the view mask
of the subpass the pipeline is compiled against. If multiview is not enabled in the render pass,
this value will be zero.
The variable decorated with ViewIndex must be declared using the Input storage class.
The variable decorated with ViewIndex must be declared as a scalar 32-bit integer.
ViewportIndex
Decorating a variable with the ViewportIndex built-in decoration will make that variable contain
the index of the viewport.
The selected viewport index is used to select the viewport transform and scissor rectangle.
The last active vertex processing stage (in pipeline order) controls the ViewportIndex that is used.
Outputs in previous shader stages are not used, even if the last stage fails to write the
ViewportIndex.
If the last active vertex processing stage shader entry point’s interface does not include a
variable decorated with ViewportIndex, then the first viewport is used. If a vertex processing
stage shader entry point’s interface includes a variable decorated with ViewportIndex, it must
write the same value to ViewportIndex for all output vertices of a given primitive.
The ViewportIndex decoration must be used only within vertex, tessellation evaluation,
geometry, and fragment shaders. If the shaderOutputViewportIndex feature is not enabled then
the ViewportIndex decoration must be used only with geometry, and fragment shaders.
In a fragment shader, the variable decorated with ViewportIndex contains the viewport index of
the primitive that the fragment invocation belongs to.
In a fragment shader, any variable decorated with ViewportIndex must be declared using the
Input storage class.
Any variable decorated with ViewportIndex must be declared as a scalar 32-bit integer.
WorkgroupId
Decorating a variable with the WorkgroupId built-in decoration will make that variable contain
the global workgroup that the current invocation is a member of. Each component ranges from a
base value to a base + count value, based on the parameters passed into the dispatch commands.
The variable decorated with WorkgroupId must be declared using the Input storage class.
The variable decorated with WorkgroupId must be declared as a three-component vector of 32-bit
integers.
WorkgroupSize
Decorating an object with the WorkgroupSize built-in decoration will make that object contain the
dimensions of a local workgroup. If an object is decorated with the WorkgroupSize decoration, this
must take precedence over any execution mode set for LocalSize.
Note
Texel is a term which is a combination of the words texture and element. Early
Image Operations include the functionality of the following SPIR-V Image Instructions:
• OpImageSample* and OpImageSparseSample* read one or more neighboring texels of the image, and
filter the texel values based on the state of the sampler.
◦ Instructions with ImplicitLod in the name determine the LOD used in the sampling
operation based on the coordinates used in neighboring fragments.
◦ Instructions with ExplicitLod in the name determine the LOD used in the sampling
operation based on additional coordinates.
◦ Instructions with Proj in the name apply homogeneous projection to the coordinates.
• OpImageFetch and OpImageSparseFetch return a single texel of the image. No sampler is used.
• OpImageRead (and OpImageSparseRead) and OpImageWrite read and write, respectively, a texel in the
image. No sampler is used.
• Instructions with Dref in the name apply depth comparison on the texel values.
• Instructions with Sparse in the name additionally return a sparse residency code.
Images are addressed by texel coordinates. There are three texel coordinate systems:
Normalized texel coordinates are referred to as (s,t,r,q,a), with the coordinates having the following
meanings:
The coordinates are extracted from the SPIR-V operand based on the dimensionality of the image
variable and type of instruction. For Proj instructions, the components are in order (s [,t] [,r] q),
with t and r being conditionally present based on the Dim of the image. For non-Proj instructions,
the coordinates are (s [,t] [,r] [,a]), with t and r being conditionally present based on the Dim of the
image and a being conditionally present based on the Arrayed property of the image. Projective
image instructions are not supported on Arrayed images.
Unnormalized texel coordinates are referred to as (u,v,w,a), with the coordinates having the
following meanings:
Only the u and v coordinates are directly extracted from the SPIR-V operand, because only 1D and
2D (non-Arrayed) dimensionalities support unnormalized coordinates. The components are in order
(u [,v]), with v being conditionally present when the dimensionality is 2D. When normalized
coordinates are converted to unnormalized coordinates, all four coordinates are used.
Integer texel coordinates are referred to as (i,j,k,l,n), with the coordinates having the following
meanings:
For all coordinate types, unused coordinates are assigned a value of zero.
1.0 4.0
i0j1' i1j1'
2
t v j
i0j0' i1j0'
1 i0j1 i1j1
(u,v)
(u-0.5,v-0.5)
0 i0j0 i1j0
0.0 0.0 0 1 2 3 4 5 6 7
i
0.0 u 8.0
0.0 s 1.0
Figure 3. Texel Coordinate Systems, Linear Filtering
The Texel Coordinate Systems - For the example shown of an 8×4 texel two dimensional image.
◦ The u coordinate within the range 0.0 to 8.0 is within the image, otherwise it is outside the
image.
◦ The v coordinate within the range 0.0 to 4.0 is within the image, otherwise it is outside the
image.
◦ The i coordinate within the range 0 to 7 addresses texels within the image, otherwise it is
outside the image.
◦ The j coordinate within the range 0 to 3 addresses texels within the image, otherwise it
outside the image.
◦ Given the unnormalized coordinates (u,v), the four texels selected are i0j0, i1j0, i0j1, and i1j1.
◦ Given the offset Δi and Δj, the four texels selected by the offset are i0j'0, i1j'0, i0j'1, and i1j'1.
1.0 4.0
2
ij'
t v j
1
ij
(u,v)
0.0 0.0 0 1 2 3 4 5 6 7
i
0.0 u 8.0
0.0 s 1.0
Figure 4. Texel Coordinate Systems, Nearest Filtering
The Texel Coordinate Systems - For the example shown of an 8×4 texel two dimensional image.
◦ Given the offset Δi and Δj, the texel selected by the offset is ij'.
An RGB color (red, green, blue) is transformed to a shared exponent color (redshared, greenshared,
blueshared, expshared) as follows:
First, the components (red, green, blue) are clamped to (redclamped, greenclamped, blueclamped) as:
where:
Note
N
Finally, three integer values in the range 0 to 2 are computed:
A shared exponent color (redshared, greenshared, blueshared, expshared) is transformed to an RGB color (red,
green, blue) as follows:
B = 15 (exponent bias)
• Validation operations
◦ Instruction/Sampler/Image validation
◦ Coordinate validation
◦ Sparse validation
◦ Layout validation
• Format conversion
• Texel replacement
• Depth comparison
• Conversion to RGBA
• Component swizzle
• Chroma reconstruction
• Y′CBCR conversion
For texel input instructions involving multiple texels (for sampling or gathering), these steps are
applied for each texel that is used in the instruction. Depending on the type of image instruction,
other steps are conditionally performed between these steps or involving multiple coordinate or
texel values.
If Chroma Reconstruction is implicit, Texel Filtering instead takes place during chroma
reconstruction, before sampler Y′CBCR conversion occurs.
There are a number of cases where a SPIR-V instruction can mismatch with the sampler, the image
view, or both. There are a number of cases where the sampler can mismatch with the image view.
In such cases the value of the texel returned is undefined.
• The sampler borderColor is an integer type and the image view format is not one of the
VkFormat integer types or a stencil component of a depth/stencil format.
• The sampler borderColor is a float type and the image view format is not one of the VkFormat
float types or a depth component of a depth/stencil format.
• The VkImageLayout of any subresource in the image view does not match that specified in
VkDescriptorImageInfo::imageLayout used to write the image descriptor.
• The SPIR-V Image Format is not compatible with the image view’s format.
• The SPIR-V instruction is one of the OpImage*Dref* instructions and the sampler compareEnable is
VK_FALSE
• The SPIR-V instruction is not one of the OpImage*Dref* instructions and the sampler
compareEnable is VK_TRUE
• The SPIR-V instruction is one of the OpImage*Dref* instructions and the image view format is not
one of the depth/stencil formats with a depth component, or the image view aspect is not
VK_IMAGE_ASPECT_DEPTH_BIT.
• The SPIR-V instruction’s image variable’s properties are not compatible with the image view:
◦ If the Sampled Type of the OpTypeImage does not match the numeric format of the image, as
shown in the SPIR-V Sampled Type column of the Interpretation of Numeric Format table.
◦ If the signedness of any read or sample operation does not match the signedness of the
image’s format.
Only OpImageSample* and OpImageSparseSample* can be used with a sampler that enables sampler
Y′CBCR conversion.
The ConstOffset and Offset operands must not be used with a sampler that enables sampler Y′CBCR
conversion.
Integer texel coordinates are validated against the size of the image level, and the number of layers
and number of samples in the image. For SPIR-V instructions that use integer texel coordinates, this
is performed directly on the integer coordinates. For instructions that use normalized or
unnormalized texel coordinates, this is performed on the coordinates that result after conversion to
integer texel coordinates.
0 ≤ i < ws
0 ≤ j < hs
0 ≤ k < ds
0 ≤ l < layers
0 ≤ n < samples
where:
◦ If the texel coordinates pass validation (that is, the coordinates lie within the image),
then the texel value comes from the value in image memory.
2. Border Texel
◦ If the read is the result of an image sample instruction or image gather instruction, and
3. Invalid Texel
◦ If the read is the result of an image fetch instruction, image read instruction, or atomic
instruction,
Otherwise the texel coordinates lie beyond the edges or corners of the selected cube map face,
and Cube map edge handling is performed.
If the texel coordinates lie beyond the edges or corners of the selected cube map face, the following
steps are performed. Note that this does not occur when using VK_FILTER_NEAREST filtering within a
mip level, since VK_FILTER_NEAREST is treated as using VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE.
◦ If the texel lies beyond the selected cube map face in both i and j, then there is no unique
neighboring face from which to read that texel. The texel should be replaced by the average
of the three values of the adjacent texels in each incident face. However, implementations
may replace the cube map corner texel by other methods. The methods are subject to the
constraint that if the three available texels have the same value, the resulting filtered texel
must have that value.
Sparse Validation
If the texel reads from an unbound region of a sparse image, the texel is a sparse unbound texel, and
processing continues with texel replacement.
Layout Validation
If all planes of a disjoint multi-planar image are not in the same image layout, the image must not
be sampled with sampler Y′CBCR conversion enabled.
Texels undergo a format conversion from the VkFormat of the image view to a vector of either
floating point or signed or unsigned integer components, with the number of components based on
the number of components present in the format.
• Color formats have one, two, three, or four components, according to the format.
• Depth/stencil formats are one component. The depth or stencil component is selected by the
aspectMask of the image view.
Each component is converted based on its type and size (as defined in the Format Definition section
for each VkFormat), using the appropriate equations in 16-Bit Floating-Point Numbers, Unsigned
11-Bit Floating-Point Numbers, Unsigned 10-Bit Floating-Point Numbers, Fixed-Point Data
Conversion, and Shared Exponent to RGB. Signed integer components smaller than 32 bits are sign-
extended.
If the image view format is sRGB, the color components are first converted as if they are UNORM,
and then sRGB to linear conversion is applied to the R, G, and B components as described in the
“sRGB EOTF” section of the Khronos Data Format Specification. The A component, if present, is
unchanged.
If the image view format is block-compressed, then the texel value is first decoded, then converted
based on the type and number of components defined by the compressed format.
• an invalid texel, or
Border texels are replaced with a value based on the image format and the borderColor of the
sampler. The border color is:
Note
The names VK_BORDER_COLOR_*_TRANSPARENT_BLACK, VK_BORDER_COLOR_*_OPAQUE_BLACK,
This is substituted for the texel value by replacing the number of components in the image format
Depth aspect D = Br
Stencil aspect S = Br
The value returned by a read of an invalid texel is undefined, unless that read operation is from a
buffer resource and the robustBufferAccess feature is enabled. In that case, an invalid texel is
replaced as described by the robustBufferAccess feature.
If the image view has a depth/stencil format, the depth component is selected by the aspectMask, and
the operation is a Dref instruction, a depth comparison is performed. The value of the result D is 1.0
if the result of the compare operation is true, and 0.0 otherwise. The compare operation is selected
by the compareOp member of the sampler.
The texel is expanded from one, two, or three components to four components based on the image
base color:
where one = 1.0f for floating-point formats and depth aspects, and one = 1 for integer formats and
stencil aspects.
The swizzle can rearrange the components of the texel, or substitute zero or one for any
components. It is defined as follows for each color component:
where:
OpImageSparse* instructions return a structure which includes a residency code indicating whether
any texels accessed by the instruction are sparse unbound texels. This code can be interpreted by
the OpImageSparseTexelsResident instruction which converts the residency code to a boolean value.
In some color models, the color representation is defined in terms of monochromatic light intensity
(often called “luma”) and color differences relative to this intensity, often called “chroma”. It is
common for color models other than RGB to represent the chroma channels at lower spatial
resolution than the luma channel. This approach is used to take advantage of the eye’s lower spatial
sensitivity to color compared with its sensitivity to brightness. Less commonly, the same approach
is used with additive color, since the green channel dominates the eye’s sensitivity to light intensity
and the spatial sensitivity to color introduced by red and blue is lower.
Lower-resolution channels are “downsampled” by resizing them to a lower spatial resolution than
the channel representing luminance. This process is also commonly known as “chroma
subsampling”. There is one luminance sample in each texture texel, but each chrominance sample
may be shared among several texels in one or both texture dimensions.
The process of reconstructing a full color value for texture access involves accessing both chroma
and luma values at the same location. To generate the color accurately, the values of the lower-
resolution channels at the location of the luma samples must be reconstructed from the lower-
resolution sample locations, an operation known here as “chroma reconstruction” irrespective of
the actual color model.
The location of the chroma samples relative to the luma coordinates is determined by the
xChromaOffset and yChromaOffset members of the VkSamplerYcbcrConversionCreateInfo structure
used to create the sampler Y′CBCR conversion.
The following diagrams show the relationship between unnormalized (u,v) coordinates and (i,j)
integer texel positions in the luma channel (shown in black, with circles showing integer sample
positions) and the texel coordinates of reduced-resolution chroma channels, shown as crosses in
red.
Note
If the chroma values are reconstructed at the locations of the luma samples by
means of interpolation, chroma samples from outside the image bounds are
needed; these are determined according to Wrapping Operation. These diagrams
represent this by showing the bounds of the “chroma texel” extending beyond the
image bounds, and including additional chroma sample positions where required
for interpolation. The limits of a sample for NEAREST sampling is shown as a grid.
t v j
0,1 1,1 2,1 3,1
1
0.0 0.0 0 1 2 3 4 5 6 7
i
0.0 u 8.0
0.0 s 1.0
Figure 5. 422 downsampling, xChromaOffset=COSITED_EVEN
1.0 4.0
t v j
0,1 1,1 2,1 3,1
1
0.0 0.0 0 1 2 3 4 5 6 7
i
0.0 u 8.0
0.0 s 1.0
Figure 6. 422 downsampling, xChromaOffset=MIDPOINT
t v j
0.0 0.0 0 1 2 3 4 5 6 7
i
0.0 u 8.0
0.0 s 1.0
Figure 7. 420 downsampling, xChromaOffset=COSITED_EVEN, yChromaOffset=COSITED_EVEN
1.0 4.0
t v j
0.0 0.0 0 1 2 3 4 5 6 7
i
0.0 u 8.0
0.0 s 1.0
Figure 8. 420 downsampling, xChromaOffset=MIDPOINT, yChromaOffset=COSITED_EVEN
3
0,1 1,1 2,1 3,1
t v j
1
0,0 1,0 2,0 3,0
0.0 0.0 0 1 2 3 4 5 6 7
i
0.0 u 8.0
0.0 s 1.0
Figure 9. 420 downsampling, xChromaOffset=COSITED_EVEN, yChromaOffset=MIDPOINT
1.0 4.0
3
0,1 1,1 2,1 3,1
t v j
1
0,0 1,0 2,0 3,0
0.0 0.0 0 1 2 3 4 5 6 7
i
0.0 u 8.0
0.0 s 1.0
Figure 10. 420 downsampling, xChromaOffset=MIDPOINT, yChromaOffset=MIDPOINT
Explicit Reconstruction
◦ If the format’s R and B channels are reduced in resolution in just width by a factor of two
relative to the G channel (i.e. this is a “_422” format), the values accessed by texel
filtering are reconstructed as follows:
◦ If the format’s R and B channels are reduced in resolution in width and height by a factor of
two relative to the G channel (i.e. this is a “_420” format), the values accessed by
texel filtering are reconstructed as follows:
Note
◦ If the format’s R and B channels are reduced in resolution in just width by a factor of two
relative to the G channel (i.e. this is a “422” format):
▪ If xChromaOffset is VK_CHROMA_LOCATION_COSITED_EVEN:
▪ If xChromaOffset is VK_CHROMA_LOCATION_MIDPOINT:
◦ If the format’s R and B channels are reduced in resolution in width and height by a factor of
two relative to the G channel (i.e. this is a “420” format), a similar relationship applies. Due
to the number of options, these formulae are expressed more concisely as follows:
Filtering, thus requiring four full-color samples for the filtering operation, and
where the reconstruction of these samples uses bilinear interpolation in the
chroma channels due to chromaFilter=VK_FILTER_LINEAR, up to nine chroma
samples may be required, depending on the sample location.
Implicit Reconstruction
Implicit reconstruction takes place by the samples being interpolated, as required by the filter
settings of the sampler, except that chromaFilter takes precedence for the chroma samples.
Note
This will not have any visible effect if the locations of the luma samples coincide
with the location of the samples used for rasterization.
The sample coordinates are adjusted by the downsample factor of the channel (such that, for
example, the sample coordinates are divided by two if the channel has a downsample factor of two
relative to the luma channel):
Sampler Y′CBCR conversion performs the following operations, which an implementation may
combine into a single mathematical operation:
Sampler Y′CBCR range expansion is applied to color channel values after all texel input operations
which are not specific to sampler Y′CBCR conversion. For example, the input values to this stage
have been converted using the normal format conversion rules.
For other values of ycbcrModel, range expansion is applied to the texel channel values output by the
Component Swizzle defined by the components member of VkSamplerYcbcrConversionCreateInfo.
Range expansion applies independently to each channel of the image. For the purposes of range
expansion and Y′CBCR model conversion, the R and B channels contain color difference (chroma)
values and the G channel contains luma. The A channel is not modified by sampler Y′CBCR range
expansion.
Note
These formulae correspond to the “full range” encoding in the “Quantization
schemes” chapter of the Khronos Data Format Specification.
Should any future amendments be made to the ITU specifications from which
these equations are derived, the formulae used by Vulkan may also be updated
to maintain parity.
Note
The precision of the operations performed during range expansion must be at least that of the
source format.
An implementation may clamp the results of these range expansion operations such that Y′ falls in
the range [0,1], and/or such that CB and CR fall in the range [-0.5,0.5].
The range-expanded values are converted between color models, according to the color model
conversion specified in the ycbcrModel member:
VK_SAMPLER_YCBCR_MODEL_CONVERSION_RGB_IDENTITY
The color channels are not modified by the color model conversion since they are assumed
already to represent the desired color model in which the shader is operating; Y′CBCR range
expansion is also ignored.
VK_SAMPLER_YCBCR_MODEL_CONVERSION_YCBCR_IDENTITY
The color channels are not modified by the color model conversion and are assumed to be
treated as though in Y′CBCR form both in memory and in the shader; Y′CBCR range expansion is
applied to the channels as for other Y′CBCR models, with the vector (CR,Y′,CB,A) provided to the
shader.
VK_SAMPLER_YCBCR_MODEL_CONVERSION_YCBCR_709
The color channels are transformed from a Y′CBCR representation to an R′G′B′ representation as
described in the “BT.709 Y′CBCR conversion” section of the Khronos Data Format Specification.
VK_SAMPLER_YCBCR_MODEL_CONVERSION_YCBCR_601
The color channels are transformed from a Y′CBCR representation to an R′G′B′ representation as
described in the “BT.601 Y′CBCR conversion” section of the Khronos Data Format Specification.
VK_SAMPLER_YCBCR_MODEL_CONVERSION_YCBCR_2020
The color channels are transformed from a Y′CBCR representation to an R′G′B′ representation as
described in the “BT.2020 Y′CBCR conversion” section of the Khronos Data Format Specification.
An implementation may clamp the R′G′B′ results of these conversions to the range [0,1].
The precision of the operations performed during model conversion must be at least that of the
source format.
1. Calculate (i,j) for the sample location as described under the “nearest
filtering” formulae in (u,v,w,a) to (i,j,k,l,n) Transformation And Array Layer
Selection
1. Calculate (i[0,1],j[0,1]) for the sample location as described under the “linear
filtering” formulae in (u,v,w,a) to (i,j,k,l,n) Transformation And Array Layer
Selection
5. Interpolate the linear ARGB values using the α and β values described in
the “linear filtering” section of (u,v,w,a) to (i,j,k,l,n) Transformation And
Array Layer Selection and the equations in Texel Filtering.
• Validation operations
◦ Format validation
◦ Type validation
◦ Coordinate validation
◦ Sparse validation
Texel output validation operations inspect instruction/image state or coordinates, and in certain
circumstances cause the write to have no effect. There are a series of validations that the texel
undergoes.
If the image format of the OpTypeImage is not compatible with the VkImageView’s format, the write
causes the contents of the image’s memory to become undefined.
If the Sampled Type of the OpTypeImage does not match the type defined for the format, as specified in
the SPIR-V Sampled Type column of the Interpretation of Numeric Format table, the write causes
the value of the texel to become undefined. For integer types, if the Signedness of the Sampled Type of
the OpTypeImage does not match the signedness of the accessed resource, the write causes the value
of the texel to become undefined.
The integer texel coordinates are validated according to the same rules as for texel input coordinate
validation.
If the texel fails integer texel coordinate validation, then the write has no effect.
If the texel attempts to write to an unbound region of a sparse image, the texel is a sparse unbound
texel. In such a case, if the VkPhysicalDeviceSparseProperties::residencyNonResidentStrict property
is VK_TRUE, the sparse unbound texel write has no effect. If residencyNonResidentStrict is VK_FALSE,
the write may have a side effect that becomes visible to other accesses to unbound texels in any
resource, but will not be visible to any device memory allocated by the application.
If the image format is sRGB, a linear to sRGB conversion is applied to the R, G, and B components as
Texels then undergo a format conversion from the floating point, signed, or unsigned integer type
of the texel data to the VkFormat of the image view. Any unused components are ignored.
Each component is converted based on its type and size (as defined in the Format Definition section
for each VkFormat). Floating-point outputs are converted as described in Floating-Point Format
Conversions and Fixed-Point Data Conversion. Integer outputs are converted such that their value
is preserved. The converted value of any integer that cannot be represented in the target format is
undefined.
For Proj image operations, the normalized texel coordinates (s,t,r,q,a) and (if present) the Dref
coordinate are transformed as follows:
Derivatives are used for LOD selection. These derivatives are either implicit (in an ImplicitLod
image instruction in a fragment shader) or explicit (provided explicitly by shader to the image
instruction in any shader).
For implicit derivatives image instructions, the derivatives of texel coordinates are calculated in the
same manner as derivative operations. That is:
Partial derivatives not defined above for certain image dimensionalities are set to zero.
For explicit LOD image instructions, if the optional SPIR-V operand Grad is provided, then the
operand values are used for the derivatives. The number of components present in each derivative
for a given image dimensionality matches the number of partial derivatives computed above.
If the optional SPIR-V operand Lod is provided, then derivatives are set to zero, the cube map
If the image or sampler object used by an implicit derivative image instruction is not uniform
across the quad and quadDivergentImplicitLod is not supported, then the derivative and LOD values
are undefined. Implicit derivatives are well-defined when the image and sampler and control flow
are uniform across the quad, even if they diverge between different quads.
If quadDivergentImplicitLod is supported, then derivatives and implicit LOD values are well-defined
even if the image or sampler object are not uniform within a quad. The derivatives are computed
as specified above, and the implicit LOD calculation proceeds for each shader invocation using its
respective image and sampler object.
For cube map image instructions, the (s,t,r) coordinates are treated as a direction vector (rx,ry,rz).
The direction vector is used to select a cube map face. The direction vector is transformed to a per-
face texel coordinate system (sface,tface), The direction vector is also used to transform the derivatives
to per-face derivatives.
The direction vector selects one of the cube map’s faces based on the largest magnitude coordinate
direction (the major axis direction). Since two or more coordinates can have identical magnitude,
the implementation must have rules to disambiguate this situation.
The rules should have as the first rule that rz wins over ry and rx, and the second rule that ry wins
over rx. An implementation may choose other rules, but the rules must be deterministic and
depend only on (rx,ry,rz).
The layer number (corresponding to a cube map face), the coordinate selections for sc, tc, rc, and the
selection of derivatives, are determined by the major axis direction as specified in the following
two tables.
LOD selection can be either explicit (provided explicitly by the image instruction) or implicit
(determined from a scale factor calculated from the derivatives). The implicit LOD selected can be
queried using the SPIR-V instruction OpImageQueryLod, which gives access to the λ' and dl values,
defined below. These values must be computed with mipmapPrecisionBits of accuracy and may be
subject to implementation-specific maxima and minima for very large, out-of-range values.
where:
and:
wbase = image.w
hbase = image.h
dbase = image.d
A point sampled in screen space has an elliptical footprint in texture space. The minimum and
maximum scale factors (ρmin, ρmax) should be the minor and major axes of this ellipse.
The scale factors ρx and ρy, calculated from the magnitude of the derivatives in x and y, are used to
compute the minimum and maximum scale factors.
ρx and ρy may be approximated with functions fx and fy, subject to the following constraints:
η = min(ρmax/ρmin, maxAniso)
where:
If ρmax = ρmin = 0, then all the partial derivatives are zero, the fragment’s footprint in texel space is a
point, and N should be treated as 1. If ρmax ≠ 0 and ρmin = 0 then all partial derivatives along one axis
are zero, the fragment’s footprint in texel space is a line segment, and η should be treated as
maxAniso. However, anytime the footprint is small in texel space the implementation may use a
smaller value of η, even when ρmin is zero or close to zero. If either VkPhysicalDeviceFeatures
::samplerAnisotropy or VkSamplerCreateInfo::anisotropyEnable are VK_FALSE, maxAniso is set to 1.
N = ⌈η⌉
Level-of-Detail Operation
The image level(s) d, dhi, and dlo which texels are read from are determined by an image-level
parameter dl, which is computed based on the LOD parameter, as follows:
where:
and:
levelbase = baseMipLevel
q = levelCount - 1
baseMipLevel and levelCount are taken from the subresourceRange of the image view.
The normalized texel coordinates are scaled by the image level dimensions and the array layer is
selected.
This transformation is performed once for each level used in filtering (either d, or dhi and dlo).
where:
widthscale = widthlevel
heightscale = heightlevel
depthscale = depthlevel
and where (Δi, Δj, Δk) are taken from the image instruction if it includes a ConstOffset or Offset
operand, otherwise they are taken to be zero.
The unnormalized texel coordinates are transformed to integer texel coordinates relative to the
selected mipmap level.
Nearest filtering (VK_FILTER_NEAREST) computes the integer texel coordinates that the unnormalized
coordinates lie within:
where:
shift = 0.0
Linear filtering (VK_FILTER_LINEAR) computes a set of neighboring coordinates which bound the
unnormalized coordinates. The integer texel coordinates are combinations of i0 or i1, j0 or j1, k0 or k1,
as well as weights α, β, and γ.
where:
shift = 0.5
and where:
If d does not lie in the range [baseMipLevel, baseMipLevel + levelCount) then any values fetched are
undefined, and any writes (if supported) are discarded.
Cube images ignore the wrap modes specified in the sampler. Instead, if VK_FILTER_NEAREST is used
within a mip level then VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE is used, and if VK_FILTER_LINEAR is
used within a mip level then sampling at the edges is performed as described earlier in the Cube
map edge handling section.
The first integer texel coordinate i is transformed based on the addressModeU parameter of the
sampler.
where:
j (for 2D and Cube image) and k (for 3D image) are similarly transformed based on the addressModeV
and addressModeW parameters of the sampler, respectively.
SPIR-V instructions with Gather in the name return a vector derived from 4 texels in the base level
of the image view. The rules for the VK_FILTER_LINEAR minification filter are applied to identify the
four selected texels. Each texel is then converted to an RGBA value according to conversion to RGBA
and then swizzled. A four-component vector is then assembled by taking the component indicated
by the Component value in the instruction from the swizzled color value of the four texels. If the
operation does not use the ConstOffsets image operand then the four texels form the 2 × 2 rectangle
used for texture filtering:
If the operation does use the ConstOffsets image operand then the offsets allow a custom filter to be
where:
OpImage*Gather must not be used on a sampled image with sampler Y′CBCR conversion enabled.
Texel filtering is first performed for each level (either d or dhi and dlo).
If λ is less than or equal to zero, the texture is said to be magnified, and the filter mode within a mip
level is selected by the magFilter in the sampler. If λ is greater than zero, the texture is said to be
minified, and the filter mode within a mip level is selected by the minFilter in the sampler.
Within a mip level, VK_FILTER_NEAREST filtering selects a single value using the (i, j, k) texel
coordinates, with all texels taken from layer l.
Within a mip level, VK_FILTER_LINEAR filtering combines 8 (for 3D), 4 (for 2D or Cube), or 2 (for 1D)
texel values, together with their linear weights. The linear weights are derived from the fractions
computed earlier:
The values of multiple texels, together with their weights, are combined to produce a filtered value.
τ = τ[d].
VK_SAMPLER_MIPMAP_MODE_LINEAR filtering combines the values of multiple mipmap levels (τ[hi] and
τ[lo]), together with their linear weights.
The linear weights are derived from the fraction computed earlier:
The values of multiple mipmap levels, together with their weights, are combined to produce a final
filtered value.
Anisotropic filtering is enabled by the anisotropyEnable in the sampler. When enabled, the image
filtering scheme accounts for a degree of anisotropy.
The following describes one particular approach to implementing anisotropic filtering for the 2D
Instead of a single isotropic sample, N isotropic samples are be sampled within the image footprint
of the image level d to approximate an anisotropic filter. The sum τ2Daniso is defined using the single
isotropic τ2D(u,v) at level d.
• Texel Input Validation Operations, Format Conversion, Texel Replacement, Conversion to RGBA,
and Component Swizzle: Performed by all instructions except OpImageWrite.
• Derivative Image Operations, Cube Map Operations, Scale Factor Operation, Level-of-Detail
Operation and Image Level(s) Selection, and Texel Anisotropic Filtering: Performed by all
OpImageSample* and OpImageSparseSample* instructions.
The supported query types are Occlusion Queries, Pipeline Statistics Queries, and Timestamp
Queries.
// Provided by VK_VERSION_1_0
VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkQueryPool)
// Provided by VK_VERSION_1_0
VkResult vkCreateQueryPool(
VkDevice device,
const VkQueryPoolCreateInfo* pCreateInfo,
const VkAllocationCallbacks* pAllocator,
VkQueryPool* pQueryPool);
• pAllocator controls host memory allocation as described in the Memory Allocation chapter.
• pQueryPool is a pointer to a VkQueryPool handle in which the resulting query pool object is
returned.
Return Codes
Success
• VK_SUCCESS
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
// Provided by VK_VERSION_1_0
typedef struct VkQueryPoolCreateInfo {
VkStructureType sType;
const void* pNext;
VkQueryPoolCreateFlags flags;
VkQueryType queryType;
uint32_t queryCount;
VkQueryPipelineStatisticFlags pipelineStatistics;
} VkQueryPoolCreateInfo;
• queryType is a VkQueryType value specifying the type of queries managed by the pool.
• If the pipeline statistics queries feature is not enabled, queryType must not be
VK_QUERY_TYPE_PIPELINE_STATISTICS
• If queryType is VK_QUERY_TYPE_PIPELINE_STATISTICS, pipelineStatistics must be a valid
combination of VkQueryPipelineStatisticFlagBits values
• flags must be 0
// Provided by VK_VERSION_1_0
typedef VkFlags VkQueryPoolCreateFlags;
VkQueryPoolCreateFlags is a bitmask type for setting a mask, but is currently reserved for future use.
// Provided by VK_VERSION_1_0
void vkDestroyQueryPool(
VkDevice device,
VkQueryPool queryPool,
const VkAllocationCallbacks* pAllocator);
• pAllocator controls host memory allocation as described in the Memory Allocation chapter.
Valid Usage
• All submitted commands that refer to queryPool must have completed execution
• If queryPool is a valid handle, it must have been created, allocated, or retrieved from
device
Host Synchronization
// Provided by VK_VERSION_1_0
typedef enum VkQueryType {
VK_QUERY_TYPE_OCCLUSION = 0,
VK_QUERY_TYPE_PIPELINE_STATISTICS = 1,
VK_QUERY_TYPE_TIMESTAMP = 2,
} VkQueryType;
In order for a VkCommandBuffer to record query management commands, the queue family for which
its VkCommandPool was created must support the appropriate type of operations (graphics, compute)
suitable for the query type of a given query pool.
Each query in a query pool has a status that is either unavailable or available, and also has state to
store the numerical results of a query operation of the type requested when the query pool was
created. Resetting a query via vkCmdResetQueryPool or vkResetQueryPool sets the status to
unavailable and makes the numerical results undefined. Performing a query operation with
vkCmdBeginQuery and vkCmdEndQuery changes the status to available when the query finishes,
and updates the numerical results. Both the availability status and numerical results are retrieved
by calling either vkGetQueryPoolResults or vkCmdCopyQueryPoolResults.
After query pool creation, each query must be reset before it is used. Queries must also be reset
between uses.
If a logical device includes multiple physical devices, then each command that writes a query must
execute on a single physical device, and any call to vkCmdBeginQuery must execute the
corresponding vkCmdEndQuery command on the same physical device.
// Provided by VK_VERSION_1_0
void vkCmdResetQueryPool(
VkCommandBuffer commandBuffer,
VkQueryPool queryPool,
uint32_t firstQuery,
uint32_t queryCount);
• commandBuffer is the command buffer into which this command will be recorded.
• queryPool is the handle of the query pool managing the queries being reset.
When executed on a queue, this command sets the status of query indices [firstQuery, firstQuery +
queryCount - 1] to unavailable.
Valid Usage
• The sum of firstQuery and queryCount must be less than or equal to the number of queries
in queryPool
• The VkCommandPool that commandBuffer was allocated from must support graphics, or
compute operations
• Both of commandBuffer, and queryPool must have been created, allocated, or retrieved from
the same VkDevice
Host Synchronization
• Host access to the VkCommandPool that commandBuffer was allocated from must be externally
synchronized
Command Properties
// Provided by VK_VERSION_1_2
void vkResetQueryPool(
VkDevice device,
VkQueryPool queryPool,
uint32_t firstQuery,
uint32_t queryCount);
• queryPool is the handle of the query pool managing the queries being reset.
This command sets the status of query indices [firstQuery, firstQuery + queryCount - 1] to
unavailable.
• The sum of firstQuery and queryCount must be less than or equal to the number of queries
in queryPool
• Submitted commands that refer to the range specified by firstQuery and queryCount in
queryPool must have completed execution
• The range of queries specified by firstQuery and queryCount in queryPool must not be in
use by calls to vkGetQueryPoolResults or vkResetQueryPool in other threads
Once queries are reset and ready for use, query commands can be issued to a command buffer.
Occlusion queries and pipeline statistics queries count events - drawn samples and pipeline stage
invocations, respectively - resulting from commands that are recorded between a
vkCmdBeginQuery command and a vkCmdEndQuery command within a specified command
buffer, effectively scoping a set of drawing and/or dispatch commands. Timestamp queries write
timestamps to a query pool.
A query must begin and end in the same command buffer, although if it is a primary command
buffer, and the inherited queries feature is enabled, it can execute secondary command buffers
during the query operation. For a secondary command buffer to be executed while a query is
active, it must set the occlusionQueryEnable, queryFlags, and/or pipelineStatistics members of
VkCommandBufferInheritanceInfo to conservative values, as described in the Command Buffer
Recording section. A query must either begin and end inside the same subpass of a render pass
instance, or must both begin and end outside of a render pass instance (i.e. contain entire render
pass instances).
If queries are used while executing a render pass instance that has multiview enabled, the query
uses N consecutive query indices in the query pool (starting at query) where N is the number of bits
set in the view mask in the subpass the query is used in. How the numerical results of the query are
distributed among the queries is implementation-dependent. For example, some implementations
may write each view’s results to a distinct query, while other implementations may write the total
result to the first query and write zero to the other queries. However, the sum of the results in all
the queries must accurately reflect the total result of the query summed over all views.
Applications can sum the results from all the queries to compute the total result.
Queries used with multiview rendering must not span subpasses, i.e. they must begin and end in
the same subpass.
// Provided by VK_VERSION_1_0
void vkCmdBeginQuery(
VkCommandBuffer commandBuffer,
VkQueryPool queryPool,
uint32_t query,
VkQueryControlFlags flags);
• commandBuffer is the command buffer into which this command will be recorded.
• queryPool is the query pool that will manage the results of the query.
• query is the query index within the query pool that will contain the results.
After beginning a query, that query is considered active within the command buffer it was called in
until that same query is ended. Queries active in a primary command buffer when secondary
command buffers are executed are considered active for those secondary command buffers.
• queryPool must have been created with a queryType that differs from that of any queries
that are active within commandBuffer
• If the precise occlusion queries feature is not enabled, or the queryType used to create
queryPool was not VK_QUERY_TYPE_OCCLUSION, flags must not contain
VK_QUERY_CONTROL_PRECISE_BIT
• query must be less than the number of queries in queryPool
• If called within a render pass instance, the sum of query and the number of bits set in the
current subpass’s view mask must be less than or equal to the number of queries in
queryPool
• The VkCommandPool that commandBuffer was allocated from must support graphics, or
compute operations
• Both of commandBuffer, and queryPool must have been created, allocated, or retrieved from
the same VkDevice
Host Synchronization
• Host access to the VkCommandPool that commandBuffer was allocated from must be externally
synchronized
Bits which can be set in vkCmdBeginQuery::flags, specifying constraints on the types of queries
that can be performed, are:
// Provided by VK_VERSION_1_0
typedef enum VkQueryControlFlagBits {
VK_QUERY_CONTROL_PRECISE_BIT = 0x00000001,
} VkQueryControlFlagBits;
// Provided by VK_VERSION_1_0
typedef VkFlags VkQueryControlFlags;
To end a query after the set of desired draw or dispatch commands is executed, call:
// Provided by VK_VERSION_1_0
void vkCmdEndQuery(
VkCommandBuffer commandBuffer,
VkQueryPool queryPool,
uint32_t query);
• commandBuffer is the command buffer into which this command will be recorded.
• queryPool is the query pool that is managing the results of the query.
• query is the query index within the query pool where the result is stored.
As queries operate asynchronously, ending a query does not immediately set the query’s status to
available. A query is considered finished when the final results of the query are ready to be
retrieved by vkGetQueryPoolResults and vkCmdCopyQueryPoolResults, and this is when the
query’s status is set to available.
Once a query is ended the query must finish in finite time, unless the state of the query is changed
using other commands, e.g. by issuing a reset of the query.
• If vkCmdEndQuery is called within a render pass instance, the sum of query and the number
of bits set in the current subpass’s view mask must be less than or equal to the number of
queries in queryPool
• The VkCommandPool that commandBuffer was allocated from must support graphics, or
compute operations
• Both of commandBuffer, and queryPool must have been created, allocated, or retrieved from
the same VkDevice
Host Synchronization
• Host access to the VkCommandPool that commandBuffer was allocated from must be externally
synchronized
Command Properties
An application can retrieve results either by requesting they be written into application-provided
memory, or by requesting they be copied into a VkBuffer. In either case, the layout in memory is
defined as follows:
• The first query’s result is written starting at the first byte requested by the command, and each
subsequent query’s result begins stride bytes later.
• Occlusion queries, pipeline statistics queries, and timestamp queries store results in a tightly
• Occlusion queries write one integer value - the number of samples passed. Pipeline statistics
queries write one integer value for each bit that is enabled in the pipelineStatistics when the
pool is created, and the statistics values are written in bit order starting from the least
significant bit. Timestamp queries write one integer value.
• If more than one query is retrieved and stride is not at least as large as the size of the array of
values corresponding to a single query, the values written to memory are undefined.
// Provided by VK_VERSION_1_0
VkResult vkGetQueryPoolResults(
VkDevice device,
VkQueryPool queryPool,
uint32_t firstQuery,
uint32_t queryCount,
size_t dataSize,
void* pData,
VkDeviceSize stride,
VkQueryResultFlags flags);
• queryPool is the query pool managing the queries containing the desired results.
• stride is the stride in bytes between results for individual queries within pData.
• flags is a bitmask of VkQueryResultFlagBits specifying how and when results are returned.
The range of queries read is defined by [firstQuery, firstQuery + queryCount - 1]. For pipeline
statistics queries, each query index in the pool contains one integer value for each bit that is
enabled in VkQueryPoolCreateInfo::pipelineStatistics when the pool is created.
If no bits are set in flags, and all requested queries are in the available state, results are written as
an array of 32-bit unsigned integer values. The behavior when not all queries are available, is
described below.
If VK_QUERY_RESULT_64_BIT is not set and the result overflows a 32-bit value, the value may either
wrap or saturate. Similarly, if VK_QUERY_RESULT_64_BIT is set and the result overflows a 64-bit value,
the value may either wrap or saturate.
If VK_QUERY_RESULT_WAIT_BIT and VK_QUERY_RESULT_PARTIAL_BIT are both not set then no result values
are written to pData for queries that are in the unavailable state at the time of the call, and
vkGetQueryPoolResults returns VK_NOT_READY. However, availability state is still written to pData for
those queries if VK_QUERY_RESULT_WITH_AVAILABILITY_BIT is set.
Note
Applications must take care to ensure that use of the VK_QUERY_RESULT_WAIT_BIT bit
has the desired effect.
For example, if a query has been used previously and a command buffer records
the commands vkCmdResetQueryPool, vkCmdBeginQuery, and vkCmdEndQuery for that
query, then the query will remain in the available state until vkResetQueryPool is
called or the vkCmdResetQueryPool command executes on a queue. Applications can
use fences or events to ensure that a query has already been reset before checking
for its results or availability status. Otherwise, a stale value could be returned
from a previous use of the query.
Note
Applications can double-buffer query pool usage, with a pool per frame, and reset
queries at the end of the frame in which they are read.
If VK_QUERY_RESULT_WITH_AVAILABILITY_BIT is set, the final integer value written for each query is
non-zero if the query’s status was available or zero if the status was unavailable. When
VK_QUERY_RESULT_WITH_AVAILABILITY_BIT is used, implementations must guarantee that if they return
a non-zero availability value then the numerical results must be valid, assuming the results are not
reset by a subsequent command.
Note
Satisfying this guarantee may require careful ordering by the application, e.g. to
read the availability status before reading the results.
• If VK_QUERY_RESULT_64_BIT is not set in flags, then pData and stride must be multiples of 4
• The sum of firstQuery and queryCount must be less than or equal to the number of queries
in queryPool
• dataSize must be large enough to contain the result of each query, as described here
• If the queryType used to create queryPool was VK_QUERY_TYPE_TIMESTAMP, flags must not
contain VK_QUERY_RESULT_PARTIAL_BIT
Return Codes
Success
• VK_SUCCESS
• VK_NOT_READY
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
• VK_ERROR_DEVICE_LOST
• VK_QUERY_RESULT_WAIT_BIT specifies that Vulkan will wait for each query’s status to become
available before retrieving its results.
// Provided by VK_VERSION_1_0
typedef VkFlags VkQueryResultFlags;
To copy query statuses and numerical results directly to buffer memory, call:
// Provided by VK_VERSION_1_0
void vkCmdCopyQueryPoolResults(
VkCommandBuffer commandBuffer,
VkQueryPool queryPool,
uint32_t firstQuery,
uint32_t queryCount,
VkBuffer dstBuffer,
VkDeviceSize dstOffset,
VkDeviceSize stride,
VkQueryResultFlags flags);
• commandBuffer is the command buffer into which this command will be recorded.
• queryPool is the query pool managing the queries containing the desired results.
• queryCount is the number of queries. firstQuery and queryCount together define a range of
queries.
• dstBuffer is a VkBuffer object that will receive the results of the copy command.
• stride is the stride in bytes between results for individual queries within dstBuffer. The
• flags is a bitmask of VkQueryResultFlagBits specifying how and when results are returned.
flags has the same possible values described above for the flags parameter of
vkGetQueryPoolResults, but the different style of execution causes some subtle behavioral
differences. Because vkCmdCopyQueryPoolResults executes in order with respect to other query
commands, there is less ambiguity about which use of a query is being requested.
Results for all requested occlusion queries, pipeline statistics queries, and timestamp queries are
written as 64-bit unsigned integer values if VK_QUERY_RESULT_64_BIT is set or 32-bit unsigned integer
values otherwise.
If VK_QUERY_RESULT_WAIT_BIT is set, the implementation will wait for each query’s status to be in the
available state before retrieving the numerical results for that query. This is guaranteed to reflect
the most recent use of the query on the same queue, assuming that the query is not being
simultaneously used by other queues. If the query does not become available in a finite amount of
time (e.g. due to not issuing a query since the last reset), a VK_ERROR_DEVICE_LOST error may occur.
• The sum of firstQuery and queryCount must be less than or equal to the number of queries
in queryPool
• If VK_QUERY_RESULT_64_BIT is not set in flags then dstOffset and stride must be multiples
of 4
• dstBuffer must have enough storage, from dstOffset, to contain the result of each query,
as described here
• If the queryType used to create queryPool was VK_QUERY_TYPE_TIMESTAMP, flags must not
contain VK_QUERY_RESULT_PARTIAL_BIT
• The VkCommandPool that commandBuffer was allocated from must support graphics, or
compute operations
• Each of commandBuffer, dstBuffer, and queryPool must have been created, allocated, or
retrieved from the same VkDevice
Host Synchronization
• Host access to the VkCommandPool that commandBuffer was allocated from must be externally
synchronized
Rendering operations such as clears, MSAA resolves, attachment load/store operations, and blits
may count towards the results of queries. This behavior is implementation-dependent and may
vary depending on the path used within an implementation. For example, some implementations
have several types of clears, some of which may include vertices and some not.
Note
Not setting VK_QUERY_CONTROL_PRECISE_BIT mode may be more efficient on some
When an occlusion query finishes, the result for that query is marked as available. The application
can then either copy the result to a buffer (via vkCmdCopyQueryPoolResults) or request it be put into
host memory (via vkGetQueryPoolResults).
Note
If occluding geometry is not drawn first, samples can pass the depth test, but still
not be visible in a final image.
A pipeline statistics query is begun and ended by calling vkCmdBeginQuery and vkCmdEndQuery,
respectively. When a pipeline statistics query begins, all statistics counters are set to zero. While the
query is active, the pipeline type determines which set of statistics are available, but these must be
configured on the query pool when it is created. If a statistic counter is issued on a command buffer
that does not support the corresponding operation, the value of that counter is undefined after the
query has finished. At least one statistic counter relevant to the operations supported on the
recording command buffer must be enabled.
Bits which can be set to individually enable pipeline statistics counters for query pools with
VkQueryPoolCreateInfo::pipelineStatistics, and for secondary command buffers with
VkCommandBufferInheritanceInfo::pipelineStatistics, are:
// Provided by VK_VERSION_1_0
typedef enum VkQueryPipelineStatisticFlagBits {
VK_QUERY_PIPELINE_STATISTIC_INPUT_ASSEMBLY_VERTICES_BIT = 0x00000001,
VK_QUERY_PIPELINE_STATISTIC_INPUT_ASSEMBLY_PRIMITIVES_BIT = 0x00000002,
VK_QUERY_PIPELINE_STATISTIC_VERTEX_SHADER_INVOCATIONS_BIT = 0x00000004,
VK_QUERY_PIPELINE_STATISTIC_GEOMETRY_SHADER_INVOCATIONS_BIT = 0x00000008,
VK_QUERY_PIPELINE_STATISTIC_GEOMETRY_SHADER_PRIMITIVES_BIT = 0x00000010,
VK_QUERY_PIPELINE_STATISTIC_CLIPPING_INVOCATIONS_BIT = 0x00000020,
VK_QUERY_PIPELINE_STATISTIC_CLIPPING_PRIMITIVES_BIT = 0x00000040,
VK_QUERY_PIPELINE_STATISTIC_FRAGMENT_SHADER_INVOCATIONS_BIT = 0x00000080,
VK_QUERY_PIPELINE_STATISTIC_TESSELLATION_CONTROL_SHADER_PATCHES_BIT = 0x00000100,
VK_QUERY_PIPELINE_STATISTIC_TESSELLATION_EVALUATION_SHADER_INVOCATIONS_BIT =
0x00000200,
VK_QUERY_PIPELINE_STATISTIC_COMPUTE_SHADER_INVOCATIONS_BIT = 0x00000400,
} VkQueryPipelineStatisticFlagBits;
◦ If at least one vertex of the input primitive lies inside the clipping volume, the counter is
incremented by one or more.
These values are intended to measure relative statistics on one implementation. Various device
architectures will count these values differently. Any or all counters may be affected by the issues
described in Query Operation.
Note
For example, tile-based rendering devices may need to replay the scene multiple
times, affecting some of the counts.
When a pipeline statistics query finishes, the result for that query is marked as available. The
application can copy the result to a buffer (via vkCmdCopyQueryPoolResults), or request it be put into
host memory (via vkGetQueryPoolResults).
// Provided by VK_VERSION_1_0
typedef VkFlags VkQueryPipelineStatisticFlags;
The number of nanoseconds it takes for a timestamp value to be incremented by 1 can be obtained
from VkPhysicalDeviceLimits::timestampPeriod after a call to vkGetPhysicalDeviceProperties.
// Provided by VK_VERSION_1_0
void vkCmdWriteTimestamp(
VkCommandBuffer commandBuffer,
VkPipelineStageFlagBits pipelineStage,
VkQueryPool queryPool,
uint32_t query);
• commandBuffer is the command buffer into which the command will be recorded.
• query is the query within the query pool that will contain the timestamp.
Note
Timestamps may only be meaningfully compared if they are written by commands submitted to the
same queue.
Note
If vkCmdWriteTimestamp is called while executing a render pass instance that has multiview enabled,
the timestamp uses N consecutive query indices in the query pool (starting at query) where N is the
number of bits set in the view mask of the subpass the command is executed in. The resulting query
values are determined by an implementation-dependent choice of one of the following behaviors:
• The first query is a timestamp value and (if more than one bit is set in the view mask) zero is
written to the remaining queries. If two timestamps are written in the same subpass, the sum of
the execution time of all views between those commands is the difference between the first
query written by each command.
• All N queries are timestamp values. If two timestamps are written in the same subpass, the sum
of the execution time of all views between those commands is the sum of the difference
between corresponding queries written by each command. The difference between
corresponding queries may be the execution time of a single view.
In either case, the application can sum the differences between all N queries to determine the total
execution time.
• pipelineStage must be a valid stage for the queue family that was used to create the
command pool that commandBuffer was allocated from
• If vkCmdWriteTimestamp is called within a render pass instance, the sum of query and the
number of bits set in the current subpass’s view mask must be less than or equal to the
number of queries in queryPool
• The VkCommandPool that commandBuffer was allocated from must support transfer, graphics,
or compute operations
• Both of commandBuffer, and queryPool must have been created, allocated, or retrieved from
the same VkDevice
Host Synchronization
• Host access to the VkCommandPool that commandBuffer was allocated from must be externally
synchronized
// Provided by VK_VERSION_1_0
void vkCmdClearColorImage(
VkCommandBuffer commandBuffer,
VkImage image,
VkImageLayout imageLayout,
const VkClearColorValue* pColor,
uint32_t rangeCount,
const VkImageSubresourceRange* pRanges);
• commandBuffer is the command buffer into which the command will be recorded.
• imageLayout specifies the current layout of the image subresource ranges to be cleared, and
must be VK_IMAGE_LAYOUT_GENERAL or VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL.
• pColor is a pointer to a VkClearColorValue structure containing the values that the image
subresource ranges will be cleared to (see Clear Values below).
• image must not use a format listed in Formats requiring sampler Y′CBCR conversion for
VK_IMAGE_ASPECT_COLOR_BIT image views
• imageLayout must specify the layout of the image subresource ranges of image specified in
pRanges at the time this command is executed on a VkDevice
• The VkCommandPool that commandBuffer was allocated from must support graphics, or
compute operations
• Both of commandBuffer, and image must have been created, allocated, or retrieved from the
same VkDevice
Host Synchronization
• Host access to the VkCommandPool that commandBuffer was allocated from must be externally
synchronized
Command Properties
// Provided by VK_VERSION_1_0
void vkCmdClearDepthStencilImage(
VkCommandBuffer commandBuffer,
VkImage image,
VkImageLayout imageLayout,
const VkClearDepthStencilValue* pDepthStencil,
uint32_t rangeCount,
const VkImageSubresourceRange* pRanges);
• imageLayout specifies the current layout of the image subresource ranges to be cleared, and
must be VK_IMAGE_LAYOUT_GENERAL or VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL.
• imageLayout must specify the layout of the image subresource ranges of image specified in
pRanges at the time this command is executed on a VkDevice
• If the image’s format does not have a depth component, then the
VkImageSubresourceRange::aspectMask member of each element of the pRanges array
must not include the VK_IMAGE_ASPECT_DEPTH_BIT bit
• The VkCommandPool that commandBuffer was allocated from must support graphics
operations
• Both of commandBuffer, and image must have been created, allocated, or retrieved from the
same VkDevice
Host Synchronization
• Host access to the VkCommandPool that commandBuffer was allocated from must be externally
synchronized
Command Properties
Clears outside render pass instances are treated as transfer operations for the purposes of memory
barriers.
• commandBuffer is the command buffer into which the command will be recorded.
• pRects is a pointer to an array of VkClearRect structures defining regions within each selected
attachment to clear.
vkCmdClearAttachments can clear multiple regions of each attachment used in the current subpass of
a render pass instance. This command must be called only inside a render pass instance, and
implicitly selects the images to clear based on the current framebuffer attachments and the
command parameters.
• The rect member of each element of pRects must have an extent.width greater than 0
• The rect member of each element of pRects must have an extent.height greater than 0
• The rectangular region specified by each element of pRects must be contained within the
render area of the current render pass instance
• The layers specified by each element of pRects must be contained within every
attachment that pAttachments refers to
• If the render pass instance this is recorded in uses multiview, then baseArrayLayer must
be zero and layerCount must be one
• The VkCommandPool that commandBuffer was allocated from must support graphics
operations
• Host access to the VkCommandPool that commandBuffer was allocated from must be externally
synchronized
Command Properties
// Provided by VK_VERSION_1_0
typedef struct VkClearRect {
VkRect2D rect;
uint32_t baseArrayLayer;
uint32_t layerCount;
} VkClearRect;
The layers [baseArrayLayer, baseArrayLayer + layerCount) counting from the base layer of the
attachment image view are cleared.
// Provided by VK_VERSION_1_0
typedef struct VkClearAttachment {
VkImageAspectFlags aspectMask;
uint32_t colorAttachment;
VkClearValue clearValue;
} VkClearAttachment;
• aspectMask is a mask selecting the color, depth and/or stencil aspects of the attachment to be
cleared.
No memory barriers are needed between vkCmdClearAttachments and preceding or subsequent draw
or attachment clear commands in the same subpass.
Attachments can also be cleared at the beginning of a render pass instance by setting loadOp (or
stencilLoadOp) of VkAttachmentDescription to VK_ATTACHMENT_LOAD_OP_CLEAR, as described for
vkCreateRenderPass.
Valid Usage
// Provided by VK_VERSION_1_0
typedef union VkClearColorValue {
float float32[4];
int32_t int32[4];
uint32_t uint32[4];
} VkClearColorValue;
• float32 are the color clear values when the format of the image or attachment is one of the
formats in the Interpretation of Numeric Format table other than signed integer (SINT) or
unsigned integer (UINT). Floating point values are automatically converted to the format of the
image, with the clear value being treated as linear if the image is sRGB.
• int32 are the color clear values when the format of the image or attachment is signed integer
(SINT). Signed integer values are converted to the format of the image by casting to the smaller
type (with negative 32-bit values mapping to negative values in the smaller type). If the integer
clear value is not representable in the target type (e.g. would overflow in conversion to that
type), the clear value is undefined.
The four array elements of the clear color map to R, G, B, and A components of image formats, in
order.
If the image has more than one sample, the same value is written to all samples for any pixels being
cleared.
// Provided by VK_VERSION_1_0
typedef struct VkClearDepthStencilValue {
float depth;
uint32_t stencil;
} VkClearDepthStencilValue;
• depth is the clear value for the depth aspect of the depth/stencil attachment. It is a floating-point
value which is automatically converted to the attachment’s format.
• stencil is the clear value for the stencil aspect of the depth/stencil attachment. It is a 32-bit
integer value which is converted to the attachment’s format by taking the appropriate number
of LSBs.
Valid Usage
// Provided by VK_VERSION_1_0
typedef union VkClearValue {
VkClearColorValue color;
VkClearDepthStencilValue depthStencil;
} VkClearValue;
• color specifies the color image clear values to use when clearing a color image or attachment.
• depthStencil specifies the depth and stencil clear values to use when clearing a depth/stencil
image or attachment.
This union is used where part of the API requires either color or depth/stencil clear values,
depending on the attachment, and defines the initial clear values in the VkRenderPassBeginInfo
structure.
// Provided by VK_VERSION_1_0
void vkCmdFillBuffer(
VkCommandBuffer commandBuffer,
VkBuffer dstBuffer,
VkDeviceSize dstOffset,
VkDeviceSize size,
uint32_t data);
• commandBuffer is the command buffer into which the command will be recorded.
• dstOffset is the byte offset into the buffer at which to start filling, and must be a multiple of 4.
• size is the number of bytes to fill, and must be either a multiple of 4, or VK_WHOLE_SIZE to fill the
range from offset to the end of the buffer. If VK_WHOLE_SIZE is used and the remaining size of the
buffer is not a multiple of 4, then the nearest smaller multiple is used.
• data is the 4-byte word written repeatedly to the buffer to fill size bytes of data. The data word
is written to memory according to the host endianness.
vkCmdFillBuffer is treated as “transfer” operation for the purposes of synchronization barriers. The
VK_BUFFER_USAGE_TRANSFER_DST_BIT must be specified in usage of VkBufferCreateInfo in order for the
buffer to be compatible with vkCmdFillBuffer.
Valid Usage
• If size is not equal to VK_WHOLE_SIZE, size must be less than or equal to the size of
dstBuffer minus dstOffset
• The VkCommandPool that commandBuffer was allocated from must support graphics or
compute operations
• Both of commandBuffer, and dstBuffer must have been created, allocated, or retrieved from
the same VkDevice
Host Synchronization
• Host access to the VkCommandPool that commandBuffer was allocated from must be externally
synchronized
Command Properties
// Provided by VK_VERSION_1_0
void vkCmdUpdateBuffer(
VkCommandBuffer commandBuffer,
VkBuffer dstBuffer,
VkDeviceSize dstOffset,
VkDeviceSize dataSize,
const void* pData);
• commandBuffer is the command buffer into which the command will be recorded.
• dstOffset is the byte offset into the buffer to start updating, and must be a multiple of 4.
• pData is a pointer to the source data for the buffer update, and must be at least dataSize bytes in
size.
dataSize must be less than or equal to 65536 bytes. For larger updates, applications can use buffer
to buffer copies.
Note
Buffer updates performed with vkCmdUpdateBuffer first copy the data into
command buffer memory when the command is recorded (which requires
additional storage and may incur an additional allocation), and then copy the data
from the command buffer into dstBuffer when the command is executed on a
device.
The additional cost of this functionality compared to buffer to buffer copies means
it is only recommended for very small amounts of data, and is why it is limited to
only 65536 bytes.
The source data is copied from the user pointer to the command buffer when the command is
called.
vkCmdUpdateBuffer is only allowed outside of a render pass. This command is treated as “transfer”
operation, for the purposes of synchronization barriers. The VK_BUFFER_USAGE_TRANSFER_DST_BIT
must be specified in usage of VkBufferCreateInfo in order for the buffer to be compatible with
vkCmdUpdateBuffer.
Valid Usage
• dataSize must be less than or equal to the size of dstBuffer minus dstOffset
• The VkCommandPool that commandBuffer was allocated from must support transfer, graphics,
or compute operations
• Both of commandBuffer, and dstBuffer must have been created, allocated, or retrieved from
the same VkDevice
Host Synchronization
• Host access to the VkCommandPool that commandBuffer was allocated from must be externally
synchronized
Command Properties
Note
The pData parameter was of type uint32_t* instead of void* prior to version 1.0.19
of the Specification and VK_HEADER_VERSION 19 of the Vulkan Header Files. This
was a historical anomaly, as the source data may be of other types.
• The set of all bytes bound to all the source regions must not overlap the set of all bytes bound to
the destination regions.
• The set of all bytes bound to each destination region must not overlap the set of all bytes bound
to another destination region.
• Regions must not extend outside the bounds of the buffer or image level, except that regions of
compressed images can extend as far as the dimension of the image level rounded up to a
complete compressed texel block.
• Source buffers must have been created with the VK_BUFFER_USAGE_TRANSFER_SRC_BIT usage bit
enabled and destination buffers must have been created with the
VK_BUFFER_USAGE_TRANSFER_DST_BIT usage bit enabled.
All copy commands are treated as “transfer” operations for the purposes of synchronization
barriers.
All copy commands that have a source format with an X component in its format description read
undefined values from those bits.
All copy commands that have a destination format with an X component in its format description
// Provided by VK_VERSION_1_0
void vkCmdCopyBuffer(
VkCommandBuffer commandBuffer,
VkBuffer srcBuffer,
VkBuffer dstBuffer,
uint32_t regionCount,
const VkBufferCopy* pRegions);
• commandBuffer is the command buffer into which the command will be recorded.
Each region in pRegions is copied from the source buffer to the same region of the destination
buffer. srcBuffer and dstBuffer can be the same buffer or alias the same memory, but the resulting
values are undefined if the copy regions overlap in memory.
• The srcOffset member of each element of pRegions must be less than the size of srcBuffer
• The dstOffset member of each element of pRegions must be less than the size of dstBuffer
• The size member of each element of pRegions must be less than or equal to the size of
srcBuffer minus srcOffset
• The size member of each element of pRegions must be less than or equal to the size of
dstBuffer minus dstOffset
• The union of the source regions, and the union of the destination regions, specified by the
elements of pRegions, must not overlap in memory
• The VkCommandPool that commandBuffer was allocated from must support transfer, graphics,
or compute operations
• Each of commandBuffer, dstBuffer, and srcBuffer must have been created, allocated, or
retrieved from the same VkDevice
• Host access to the VkCommandPool that commandBuffer was allocated from must be externally
synchronized
Command Properties
// Provided by VK_VERSION_1_0
typedef struct VkBufferCopy {
VkDeviceSize srcOffset;
VkDeviceSize dstOffset;
VkDeviceSize size;
} VkBufferCopy;
Valid Usage
• commandBuffer is the command buffer into which the command will be recorded.
Each region in pRegions is copied from the source image to the same region of the destination
image. srcImage and dstImage can be the same image or alias the same memory.
The formats of srcImage and dstImage must be compatible. Formats are compatible if they share the
same class, as shown in the Compatible Formats table. Depth/stencil formats must match exactly.
If the format of srcImage or dstImage is a multi-planar image format, regions of each plane to be
copied must be specified separately using the srcSubresource and dstSubresource members of the
VkImageCopy structure. In this case, the aspectMask of the srcSubresource or dstSubresource that
refers to the multi-planar image must be VK_IMAGE_ASPECT_PLANE_0_BIT, VK_IMAGE_ASPECT_PLANE_1_BIT,
or VK_IMAGE_ASPECT_PLANE_2_BIT. For the purposes of vkCmdCopyImage, each plane of a multi-planar
image is treated as having the format listed in Compatible formats of planes of multi-planar
formats for the plane identified by the aspectMask of the corresponding subresource. This applies
both to VkFormat and to coordinates used in the copy, which correspond to texels in the plane
rather than how these texels map to coordinates in the image as a whole.
Note
For example, the VK_IMAGE_ASPECT_PLANE_1_BIT plane of a
VK_FORMAT_G8_B8R8_2PLANE_420_UNORM image is compatible with an image of format
VK_FORMAT_R8G8_UNORM and (less usefully) with the VK_IMAGE_ASPECT_PLANE_0_BIT
plane of an image of format
VK_FORMAT_G10X6_B10X6_R10X6_3PLANE_420_UNORM_3PACK16, as each texel is 2 bytes in
size.
When copying between compressed and uncompressed formats the extent members represent the
texel dimensions of the source image and not the destination. When copying from a compressed
image to an uncompressed image the image texel dimensions written to the uncompressed image
will be source extent divided by the compressed texel block dimensions. When copying from an
uncompressed image to a compressed image the image texel dimensions written to the compressed
image will be the source extent multiplied by the compressed texel block dimensions. In both cases
the number of bytes read and the number of bytes written will be identical.
Copying to or from block-compressed images is typically done in multiples of the compressed texel
block size. For this reason the extent must be a multiple of the compressed texel block dimension.
There is one exception to this rule which is required to handle compressed images created with
dimensions that are not a multiple of the compressed texel block dimensions: if the srcImage is
compressed, then:
• If extent.width is not a multiple of the compressed texel block width, then (extent.width +
srcOffset.x) must equal the image subresource width.
• If extent.height is not a multiple of the compressed texel block height, then (extent.height +
srcOffset.y) must equal the image subresource height.
• If extent.depth is not a multiple of the compressed texel block depth, then (extent.depth +
srcOffset.z) must equal the image subresource depth.
• If extent.width is not a multiple of the compressed texel block width, then (extent.width +
dstOffset.x) must equal the image subresource width.
• If extent.height is not a multiple of the compressed texel block height, then (extent.height +
dstOffset.y) must equal the image subresource height.
• If extent.depth is not a multiple of the compressed texel block depth, then (extent.depth +
dstOffset.z) must equal the image subresource depth.
This allows the last compressed texel block of the image in each non-multiple dimension to be
included as a source or destination of the copy.
“_422” image formats that are not multi-planar are treated as having a 2×1 compressed texel block
for the purposes of these rules.
vkCmdCopyImage can be used to copy image data between multisample images, but both images must
have the same number of samples.
• The union of all source regions, and the union of all destination regions, specified by the
elements of pRegions, must not overlap in memory
• If srcImage is non-sparse then the image or disjoint plane to be copied must be bound
completely and contiguously to a single VkDeviceMemory object
• srcImageLayout must specify the layout of the image subresources of srcImage specified in
pRegions at the time this command is executed on a VkDevice
• If dstImage is non-sparse then the image or disjoint plane that is the destination of the
copy must be bound completely and contiguously to a single VkDeviceMemory object
• dstImageLayout must specify the layout of the image subresources of dstImage specified in
pRegions at the time this command is executed on a VkDevice
• If the VkFormat of each of srcImage and dstImage is not a multi-planar format, the
VkFormat of each of srcImage and dstImage must be compatible, as defined above
• In a copy to or from a plane of a multi-planar image, the VkFormat of the image and plane
must be compatible according to the description of compatible planes for the plane being
copied
• The srcSubresource.mipLevel member of each element of pRegions must be less than the
mipLevels specified in VkImageCreateInfo when srcImage was created
• The dstSubresource.mipLevel member of each element of pRegions must be less than the
mipLevels specified in VkImageCreateInfo when dstImage was created
• The srcOffset and extent members of each element of pRegions must respect the image
transfer granularity requirements of commandBuffer’s command pool’s queue family, as
described in VkQueueFamilyProperties
• The dstOffset and extent members of each element of pRegions must respect the image
transfer granularity requirements of commandBuffer’s command pool’s queue family, as
described in VkQueueFamilyProperties
• The VkCommandPool that commandBuffer was allocated from must support transfer, graphics,
or compute operations
• Each of commandBuffer, dstImage, and srcImage must have been created, allocated, or
retrieved from the same VkDevice
Host Synchronization
• Host access to the VkCommandPool that commandBuffer was allocated from must be externally
synchronized
Command Properties
// Provided by VK_VERSION_1_0
typedef struct VkImageCopy {
VkImageSubresourceLayers srcSubresource;
VkOffset3D srcOffset;
VkImageSubresourceLayers dstSubresource;
VkOffset3D dstOffset;
VkExtent3D extent;
} VkImageCopy;
• srcOffset and dstOffset select the initial x, y, and z offsets in texels of the sub-regions of the
source and destination image data.
• extent is the size in texels of the image to copy in width, height and depth.
For VK_IMAGE_TYPE_3D images, copies are performed slice by slice starting with the z member of the
srcOffset or dstOffset, and copying depth slices. For images with multiple layers, copies are
performed layer by layer starting with the baseArrayLayer member of the srcSubresource or
dstSubresource and copying layerCount layers. Image data can be copied between images with
different image types. If one image is VK_IMAGE_TYPE_3D and the other image is VK_IMAGE_TYPE_2D with
multiple layers, then each slice is copied to or from a different layer.
Copies involving a multi-planar image format specify the region to be copied in terms of the plane
to be copied, not the coordinates of the multi-planar image. This means that copies accessing the
R/B planes of “_422” format images must fit the copied region within half the width of the parent
image, and that copies accessing the R/B planes of “_420” format images must fit the copied region
within half the width and height of the parent image.
• If neither the calling command’s srcImage nor the calling command’s dstImage has a multi-
planar image format then the aspectMask member of srcSubresource and dstSubresource
must match
• If the calling command’s srcImage has a VkFormat with two planes then the
srcSubresource aspectMask must be VK_IMAGE_ASPECT_PLANE_0_BIT or
VK_IMAGE_ASPECT_PLANE_1_BIT
• If the calling command’s srcImage has a VkFormat with three planes then the
srcSubresource aspectMask must be VK_IMAGE_ASPECT_PLANE_0_BIT,
VK_IMAGE_ASPECT_PLANE_1_BIT, or VK_IMAGE_ASPECT_PLANE_2_BIT
• If the calling command’s dstImage has a VkFormat with two planes then the
dstSubresource aspectMask must be VK_IMAGE_ASPECT_PLANE_0_BIT or
VK_IMAGE_ASPECT_PLANE_1_BIT
• If the calling command’s dstImage has a VkFormat with three planes then the
dstSubresource aspectMask must be VK_IMAGE_ASPECT_PLANE_0_BIT,
VK_IMAGE_ASPECT_PLANE_1_BIT, or VK_IMAGE_ASPECT_PLANE_2_BIT
• If the calling command’s srcImage has a multi-planar image format and the dstImage does
not have a multi-planar image format, the dstSubresource aspectMask must be
VK_IMAGE_ASPECT_COLOR_BIT
• If the calling command’s dstImage has a multi-planar image format and the srcImage does
not have a multi-planar image format, the srcSubresource aspectMask must be
VK_IMAGE_ASPECT_COLOR_BIT
• The number of slices of the extent (for 3D) or layers of the srcSubresource (for non-3D)
must match the number of slices of the extent (for 3D) or layers of the dstSubresource (for
non-3D)
• The aspectMask member of srcSubresource must specify aspects present in the calling
command’s srcImage
• The aspectMask member of dstSubresource must specify aspects present in the calling
command’s dstImage
• srcOffset.x and (extent.width + srcOffset.x) must both be greater than or equal to 0 and
less than or equal to the source image subresource width
• srcOffset.y and (extent.height + srcOffset.y) must both be greater than or equal to 0 and
less than or equal to the source image subresource height
• srcOffset.z and (extent.depth + srcOffset.z) must both be greater than or equal to 0 and
less than or equal to the source image subresource depth
• If both srcImage and dstImage are of type VK_IMAGE_TYPE_2D then extent.depth must be 1
• If the calling command’s srcImage is of type VK_IMAGE_TYPE_2D, and the dstImage is of type
VK_IMAGE_TYPE_3D, then extent.depth must equal to the layerCount member of
srcSubresource
• If the calling command’s dstImage is of type VK_IMAGE_TYPE_2D, and the srcImage is of type
VK_IMAGE_TYPE_3D, then extent.depth must equal to the layerCount member of
dstSubresource
• dstOffset.x and (extent.width + dstOffset.x) must both be greater than or equal to 0 and
less than or equal to the destination image subresource width
• dstOffset.y and (extent.height + dstOffset.y) must both be greater than or equal to 0 and
less than or equal to the destination image subresource height
• dstOffset.z and (extent.depth + dstOffset.z) must both be greater than or equal to 0 and
less than or equal to the destination image subresource depth
// Provided by VK_VERSION_1_0
typedef struct VkImageSubresourceLayers {
VkImageAspectFlags aspectMask;
uint32_t mipLevel;
uint32_t baseArrayLayer;
uint32_t layerCount;
} VkImageSubresourceLayers;
• baseArrayLayer and layerCount are the starting layer and number of layers to copy.
Valid Usage
• commandBuffer is the command buffer into which the command will be recorded.
• dstImageLayout is the layout of the destination image subresources for the copy.
Each region in pRegions is copied from the specified region of the source buffer to the specified
region of the destination image.
If the format of dstImage is a multi-planar image format, regions of each plane to be a target of a
copy must be specified separately using the pRegions member of the VkBufferImageCopy structure.
In this case, the aspectMask of imageSubresource must be VK_IMAGE_ASPECT_PLANE_0_BIT,
VK_IMAGE_ASPECT_PLANE_1_BIT, or VK_IMAGE_ASPECT_PLANE_2_BIT. For the purposes of
vkCmdCopyBufferToImage, each plane of a multi-planar image is treated as having the format listed in
Compatible formats of planes of multi-planar formats for the plane identified by the aspectMask of
the corresponding subresource. This applies both to VkFormat and to coordinates used in the copy,
which correspond to texels in the plane rather than how these texels map to coordinates in the
image as a whole.
• srcBuffer must be large enough to contain all buffer locations that are accessed according
to Buffer and Image Addressing, for each element of pRegions
• The image region specified by each element of pRegions must be a region that is contained
within dstImage if the dstImage’s VkFormat is not a multi-planar format, and must be a
region that is contained within the plane being copied to if the dstImage’s VkFormat is a
multi-planar format
• The union of all source regions, and the union of all destination regions, specified by the
elements of pRegions, must not overlap in memory
• dstImageLayout must specify the layout of the image subresources of dstImage specified in
pRegions at the time this command is executed on a VkDevice
• The imageSubresource.mipLevel member of each element of pRegions must be less than the
mipLevels specified in VkImageCreateInfo when dstImage was created
• The imageOffset and imageExtent members of each element of pRegions must respect the
image transfer granularity requirements of commandBuffer’s command pool’s queue family,
as described in VkQueueFamilyProperties
• If the queue family used to create the VkCommandPool which commandBuffer was allocated
from does not support VK_QUEUE_GRAPHICS_BIT or VK_QUEUE_COMPUTE_BIT, the bufferOffset
member of any element of pRegions must be a multiple of 4
• The VkCommandPool that commandBuffer was allocated from must support transfer, graphics,
or compute operations
• Each of commandBuffer, dstImage, and srcBuffer must have been created, allocated, or
retrieved from the same VkDevice
Host Synchronization
• Host access to the VkCommandPool that commandBuffer was allocated from must be externally
synchronized
Command Properties
• commandBuffer is the command buffer into which the command will be recorded.
• srcImageLayout is the layout of the source image subresources for the copy.
Each region in pRegions is copied from the specified region of the source image to the specified
region of the destination buffer.
If the VkFormat of srcImage is a multi-planar image format, regions of each plane to be a source of a
copy must be specified separately using the pRegions member of the VkBufferImageCopy structure.
In this case, the aspectMask of imageSubresource must be VK_IMAGE_ASPECT_PLANE_0_BIT,
VK_IMAGE_ASPECT_PLANE_1_BIT, or VK_IMAGE_ASPECT_PLANE_2_BIT. For the purposes of
vkCmdCopyBufferToImage, each plane of a multi-planar image is treated as having the format listed in
Compatible formats of planes of multi-planar formats for the plane identified by the aspectMask of
the corresponding subresource. This applies both to VkFormat and to coordinates used in the copy,
which correspond to texels in the plane rather than how these texels map to coordinates in the
image as a whole.
• The image region specified by each element of pRegions must be a region that is contained
within srcImage if the srcImage’s VkFormat is not a multi-planar format, and must be a
region that is contained within the plane being copied if the srcImage’s VkFormat is a
multi-planar format
• dstBuffer must be large enough to contain all buffer locations that are accessed according
to Buffer and Image Addressing, for each element of pRegions
• The union of all source regions, and the union of all destination regions, specified by the
elements of pRegions, must not overlap in memory
• srcImageLayout must specify the layout of the image subresources of srcImage specified in
pRegions at the time this command is executed on a VkDevice
• The imageSubresource.mipLevel member of each element of pRegions must be less than the
mipLevels specified in VkImageCreateInfo when srcImage was created
• The imageOffset and imageExtent members of each element of pRegions must respect the
image transfer granularity requirements of commandBuffer’s command pool’s queue family,
as described in VkQueueFamilyProperties
• If the queue family used to create the VkCommandPool which commandBuffer was allocated
from does not support VK_QUEUE_GRAPHICS_BIT or VK_QUEUE_COMPUTE_BIT, the bufferOffset
member of any element of pRegions must be a multiple of 4
• The VkCommandPool that commandBuffer was allocated from must support transfer, graphics,
or compute operations
• Each of commandBuffer, dstBuffer, and srcImage must have been created, allocated, or
retrieved from the same VkDevice
Host Synchronization
• Host access to the VkCommandPool that commandBuffer was allocated from must be externally
synchronized
Command Properties
• bufferOffset is the offset in bytes from the start of the buffer object where the image data is
copied from or to.
• imageOffset selects the initial x, y, z offsets in texels of the sub-region of the source or
destination image data.
• imageExtent is the size in texels of the image to copy in width, height and depth.
When copying to or from a depth or stencil aspect, the data in buffer memory uses a layout that is a
(mostly) tightly packed representation of the depth or stencil data. Specifically:
• data copied to or from the stencil aspect of any depth/stencil format is tightly packed with one
VK_FORMAT_S8_UINT value per texel.
Note
To copy both the depth and stencil aspects of a depth/stencil format, two entries in
pRegions can be used, where one specifies the depth aspect in imageSubresource,
and the other specifies the stencil aspect.
Because depth or stencil aspect buffer to image copies may require format conversions on some
implementations, they are not supported on queues that do not support graphics.
When copying to a depth aspect, the data in buffer memory must be in the range [0,1], or the
Copies are done layer by layer starting with image layer baseArrayLayer member of
imageSubresource. layerCount layers are copied from the source image or to the destination image.
• The aspectMask member of imageSubresource must specify aspects present in the calling
command’s VkImage parameter
• If the calling command’s VkImage parameter’s format is a multi-planar format, then the
aspectMask member of imageSubresource must be VK_IMAGE_ASPECT_PLANE_0_BIT,
VK_IMAGE_ASPECT_PLANE_1_BIT, or VK_IMAGE_ASPECT_PLANE_2_BIT (with
VK_IMAGE_ASPECT_PLANE_2_BIT valid only for image formats with three planes)
• The aspectMask member of imageSubresource must only have a single bit set
• When copying to the depth aspect of an image subresource, the data in the source buffer
must be in the range [0,1]
rowLength = region->bufferRowLength;
if (rowLength == 0)
rowLength = region->imageExtent.width;
imageHeight = region->bufferImageHeight;
if (imageHeight == 0)
imageHeight = region->imageExtent.height;
Note that imageOffset does not affect addressing calculations for buffer memory. Instead,
bufferOffset can be used to select the starting address in buffer memory.
For block-compressed formats, all parameters are still specified in texels rather than compressed
texel blocks, but the addressing math operates on whole compressed texel blocks. Pseudocode for
compressed copy addressing is:
imageHeight = region->bufferImageHeight;
if (imageHeight == 0)
imageHeight = region->imageExtent.height;
Copying to or from block-compressed images is typically done in multiples of the compressed texel
block size. For this reason the imageExtent must be a multiple of the compressed texel block
dimension. There is one exception to this rule which is required to handle compressed images
created with dimensions that are not a multiple of the compressed texel block dimensions:
This allows the last compressed texel block of the image in each non-multiple dimension to be
included as a source or destination of the copy.
• commandBuffer is the command buffer into which the command will be recorded.
• srcImageLayout is the layout of the source image subresources for the blit.
• dstImageLayout is the layout of the destination image subresources for the blit.
• filter is a VkFilter specifying the filter to apply if the blits require scaling.
vkCmdBlitImage must not be used for multisampled source or destination images. Use
vkCmdResolveImage for this purpose.
As the sizes of the source and destination extents can differ in any dimension, texels in the source
extent are scaled and filtered to the destination extent. Scaling occurs via the following operations:
• For each destination texel, the integer coordinate of that texel is converted to an unnormalized
texture coordinate, using the effective inverse of the equations described in unnormalized to
integer conversion:
ubase = i + ½
vbase = j + ½
wbase = k + ½
• These base coordinates are then offset by the first destination offset:
aoffset = a - baseArrayCountdst
• The scale is determined from the source and destination regions, and applied to the offset
coordinates:
• Finally the source offset is added to the scaled coordinates, to determine the final unnormalized
coordinates used to sample from srcImage:
u = uscaled + xsrc0
v = vscaled + ysrc0
w = wscaled + zsrc0
q = mipLevel
a = aoffset + baseArrayCountsrc
These coordinates are used to sample from the source image, as described in Image Operations
chapter, with the filter mode equal to that of filter, a mipmap mode of
VK_SAMPLER_MIPMAP_MODE_NEAREST and an address mode of VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE.
Note
Due to allowable rounding errors in the generation of the source texture
coordinates, it is not always possible to guarantee exactly which source texels will
be sampled for a given blit. As rounding errors are implementation dependent, the
exact results of a blitting operation are also implementation dependent.
Blits are done layer by layer starting with the baseArrayLayer member of srcSubresource for the
source and dstSubresource for the destination. layerCount layers are blitted to the destination image.
When blitting 3D textures, slices in the destination region bounded by dstOffsets[0].z and
dstOffsets[1].z are sampled from slices in the source region bounded by srcOffsets[0].z and
srcOffsets[1].z. If the filter parameter is VK_FILTER_LINEAR then the value sampled from the source
image is taken by doing linear filtering using the interpolated z coordinate represented by w in the
previous equations. If the filter parameter is VK_FILTER_NEAREST then the value sampled from the
source image is taken from the single nearest slice, with an implementation-dependent arithmetic
rounding mode.
• Integer formats can only be converted to other integer formats with the same signedness.
• No format conversion is supported between depth/stencil images. The formats must match.
• Format conversions on unorm, snorm, unscaled and packed float formats of the copied aspect
of the image are performed by first converting the pixels to float values.
• For sRGB source formats, nonlinear RGB values are converted to linear representation prior to
filtering.
• After filtering, the float values are first clamped and then cast to the destination image format.
In case of sRGB destination format, linear RGB values are converted to nonlinear representation
before writing the pixel to the image.
Signed and unsigned integers are converted by first clamping to the representable range of the
destination format, then casting the value.
• The source region specified by each element of pRegions must be a region that is
contained within srcImage
• The destination region specified by each element of pRegions must be a region that is
contained within dstImage
• The union of all destination regions, specified by the elements of pRegions, must not
overlap in memory with any texel that may be sampled during the blit operation
• srcImage must not use a format listed in Formats requiring sampler Y′CBCR conversion for
VK_IMAGE_ASPECT_COLOR_BIT image views
• srcImageLayout must specify the layout of the image subresources of srcImage specified in
pRegions at the time this command is executed on a VkDevice
• dstImage must not use a format listed in Formats requiring sampler Y′CBCR conversion for
VK_IMAGE_ASPECT_COLOR_BIT image views
• dstImageLayout must specify the layout of the image subresources of dstImage specified in
pRegions at the time this command is executed on a VkDevice
• If either of srcImage or dstImage was created with a signed integer VkFormat, the other
must also have been created with a signed integer VkFormat
• If either of srcImage or dstImage was created with an unsigned integer VkFormat, the other
must also have been created with an unsigned integer VkFormat
• If either of srcImage or dstImage was created with a depth/stencil format, the other must
have exactly the same format
• The dstSubresource.mipLevel member of each element of pRegions must be less than the
mipLevels specified in VkImageCreateInfo when dstImage was created
• The VkCommandPool that commandBuffer was allocated from must support graphics
operations
• Each of commandBuffer, dstImage, and srcImage must have been created, allocated, or
retrieved from the same VkDevice
Host Synchronization
• Host access to the VkCommandPool that commandBuffer was allocated from must be externally
synchronized
// Provided by VK_VERSION_1_0
typedef struct VkImageBlit {
VkImageSubresourceLayers srcSubresource;
VkOffset3D srcOffsets[2];
VkImageSubresourceLayers dstSubresource;
VkOffset3D dstOffsets[2];
} VkImageBlit;
• srcOffsets is a pointer to an array of two VkOffset3D structures specifying the bounds of the
source region within srcSubresource.
• dstOffsets is a pointer to an array of two VkOffset3D structures specifying the bounds of the
destination region within dstSubresource.
For each element of the pRegions array, a blit operation is performed the specified source and
destination regions.
• The aspectMask member of srcSubresource must specify aspects present in the calling
command’s srcImage
• The aspectMask member of dstSubresource must specify aspects present in the calling
command’s dstImage
• srcOffset[0].x and srcOffset[1].x must both be greater than or equal to 0 and less than or
equal to the source image subresource width
• srcOffset[0].y and srcOffset[1].y must both be greater than or equal to 0 and less than or
equal to the source image subresource height
• srcOffset[0].z and srcOffset[1].z must both be greater than or equal to 0 and less than or
equal to the source image subresource depth
• dstOffset[0].x and dstOffset[1].x must both be greater than or equal to 0 and less than or
equal to the destination image subresource width
• dstOffset[0].y and dstOffset[1].y must both be greater than or equal to 0 and less than or
equal to the destination image subresource height
• dstOffset[0].z and dstOffset[1].z must both be greater than or equal to 0 and less than or
equal to the destination image subresource depth
// Provided by VK_VERSION_1_0
void vkCmdResolveImage(
VkCommandBuffer commandBuffer,
VkImage srcImage,
VkImageLayout srcImageLayout,
VkImage dstImage,
VkImageLayout dstImageLayout,
uint32_t regionCount,
const VkImageResolve* pRegions);
• commandBuffer is the command buffer into which the command will be recorded.
• srcImageLayout is the layout of the source image subresources for the resolve.
• dstImageLayout is the layout of the destination image subresources for the resolve.
During the resolve the samples corresponding to each pixel location in the source are converted to
a single sample before being written to the destination. If the source formats are floating-point or
normalized types, the sample values for each pixel are resolved in an implementation-dependent
manner. If the source formats are integer types, a single sample’s value is selected for each pixel.
srcOffset and dstOffset select the initial x, y, and z offsets in texels of the sub-regions of the source
and destination image data. extent is the size in texels of the source image to resolve in width,
height and depth. Each element of pRegions must be a region that is contained within its
corresponding image.
Resolves are done layer by layer starting with baseArrayLayer member of srcSubresource for the
source and dstSubresource for the destination. layerCount layers are resolved to the destination
image.
• The union of all source regions, and the union of all destination regions, specified by the
elements of pRegions, must not overlap in memory
• srcImage must have a sample count equal to any valid sample count value other than
VK_SAMPLE_COUNT_1_BIT
• If dstImage is non-sparse then it must be bound completely and contiguously to a single
VkDeviceMemory object
• srcImageLayout must specify the layout of the image subresources of srcImage specified in
pRegions at the time this command is executed on a VkDevice
• dstImageLayout must specify the layout of the image subresources of dstImage specified in
pRegions at the time this command is executed on a VkDevice
• srcImage and dstImage must have been created with the same image format
• The srcSubresource.mipLevel member of each element of pRegions must be less than the
mipLevels specified in VkImageCreateInfo when srcImage was created
• The dstSubresource.mipLevel member of each element of pRegions must be less than the
mipLevels specified in VkImageCreateInfo when dstImage was created
• The VkCommandPool that commandBuffer was allocated from must support graphics
operations
• Each of commandBuffer, dstImage, and srcImage must have been created, allocated, or
retrieved from the same VkDevice
Host Synchronization
• Host access to the VkCommandPool that commandBuffer was allocated from must be externally
synchronized
Command Properties
• srcOffset and dstOffset select the initial x, y, and z offsets in texels of the sub-regions of the
source and destination image data.
• extent is the size in texels of the source image to resolve in width, height and depth.
• srcOffset.x and (extent.width + srcOffset.x) must both be greater than or equal to 0 and
less than or equal to the source image subresource width
• srcOffset.y and (extent.height + srcOffset.y) must both be greater than or equal to 0 and
less than or equal to the source image subresource height
• srcOffset.z and (extent.depth + srcOffset.z) must both be greater than or equal to 0 and
less than or equal to the source image subresource depth
• dstOffset.x and (extent.width + dstOffset.x) must both be greater than or equal to 0 and
less than or equal to the destination image subresource width
• dstOffset.y and (extent.height + dstOffset.y) must both be greater than or equal to 0 and
less than or equal to the destination image subresource height
• dstOffset.z and (extent.depth + dstOffset.z) must both be greater than or equal to 0 and
less than or equal to the destination image subresource depth
Each draw is made up of zero or more vertices and zero or more instances, which are processed by
the device and result in the assembly of primitives. Primitives are assembled according to the
pInputAssemblyState member of the VkGraphicsPipelineCreateInfo structure, which is of type
VkPipelineInputAssemblyStateCreateInfo:
// Provided by VK_VERSION_1_0
typedef struct VkPipelineInputAssemblyStateCreateInfo {
VkStructureType sType;
const void* pNext;
VkPipelineInputAssemblyStateCreateFlags flags;
VkPrimitiveTopology topology;
VkBool32 primitiveRestartEnable;
} VkPipelineInputAssemblyStateCreateInfo;
• primitiveRestartEnable controls whether a special vertex index value is treated as restarting the
assembly of primitives. This enable only applies to indexed draws (vkCmdDrawIndexed and
vkCmdDrawIndexedIndirect), and the special index value is either 0xFFFFFFFF when the
indexType parameter of vkCmdBindIndexBuffer is equal to VK_INDEX_TYPE_UINT32, or 0xFFFF when
indexType is equal to VK_INDEX_TYPE_UINT16. Primitive restart is not allowed for “list” topologies.
Restarting the assembly of primitives discards the most recent index values if those elements
formed an incomplete primitive, and restarts the primitive assembly using the subsequent indices,
but only assembling the immediately following element through the end of the originally specified
elements. The primitive restart index value comparison is performed before adding the
vertexOffset value to the index value.
• If the geometry shaders feature is not enabled, topology must not be any of
VK_PRIMITIVE_TOPOLOGY_LINE_LIST_WITH_ADJACENCY,
VK_PRIMITIVE_TOPOLOGY_LINE_STRIP_WITH_ADJACENCY,
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST_WITH_ADJACENCY or
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP_WITH_ADJACENCY
• If the tessellation shaders feature is not enabled, topology must not be
VK_PRIMITIVE_TOPOLOGY_PATCH_LIST
• flags must be 0
// Provided by VK_VERSION_1_0
typedef VkFlags VkPipelineInputAssemblyStateCreateFlags;
Each primitive topology, and its construction from a list of vertices, is described in detail below
with a supporting diagram, according to the following key:
5 Vertex Number Sequence position of a vertex within the provided vertex data.
Provoking vertex within the main primitive. The arrow points along an
Provoking
edge of the relevant primitive, following winding order. Used in flat
Vertex
shading.
Adjacency Points connected by these lines do not contribute to a main primitive, and
Edge are only accessible in a geometry shader.
The relative order in which vertices are defined within a primitive, used
Winding Order in the facing determination. This ordering has no specific start or end
point.
The diagrams are supported with mathematical definitions where the vertices (v) and primitives (p)
are numbered starting from 0; v0 is the first vertex in the provided data and p0 is the first primitive
in the set of primitives defined by the vertices and topology.
pi = {vi}
As there is only one vertex, that vertex is the provoking vertex. The number of primitives generated
is equal to vertexCount.
1
2
4
0
pi = {v2i, v2i+1}
The provoking vertex for pi is v2i. The number of primitives generated is equal to ⌊vertexCount/2⌋.
0 1
2 3
When the topology is VK_PRIMITIVE_TOPOLOGY_LINE_STRIP, one line primitive is defined by each vertex
and the following vertex, according to the equation:
pi = {vi, vi+1}
The provoking vertex for pi is vi. The number of primitives generated is equal to max(0,vertexCount
-1).
0 1 2 3
The provoking vertex for pi is v3i. The number of primitives generated is equal to ⌊vertexCount/3⌋.
1 3 4
0 2 5
The provoking vertex for pi is vi. The number of primitives generated is equal to max(0,vertexCount
-2).
1 3
0 2 4
Note
The ordering of the vertices in each successive triangle is reversed, so that the
winding order is consistent throughout the strip.
The provoking vertex for pi is vi+1. The number of primitives generated is equal to
max(0,vertexCount-2).
2 3
1 0 4
A line primitive is described by the second and third vertices of the total primitive, with the
remaining two vertices only accessible in a geometry shader.
The provoking vertex for pi is v4i+1. The number of primitives generated is equal to ⌊vertexCount/4⌋.
0 1 2 3
4 5 6 7
A line primitive is described by the second and third vertices of the total primitive, with the
remaining two vertices only accessible in a geometry shader.
The provoking vertex for pi is vi+1. The number of primitives generated is equal to
max(0,vertexCount-3).
A triangle primitive is described by the first, third, and fifth vertices of the total primitive, with the
remaining three vertices only accessible in a geometry shader.
The provoking vertex for pi is v6i. The number of primitives generated is equal to ⌊vertexCount/6⌋.
1 2 3 7
6 8
0 4
5 11 10 9
If n>1, the total primitive consists of different vertices according to where it is in the strip:
pi = {v2i, v2i+3, v2i+4, v2i+6, v2i+2, v2i-2} when i>0, i<n-1, and i%2=1
pi = {v2i, v2i-2, v2i+2, v2i+6, v2i+4, v2i+3} when i>0, i<n-1, and i%2=0
pi = {v2i, v2i+3, v2i+4, v2i+5, v2i+2, v2i-2} when i=n-1 and i%2=1
A triangle primitive is described by the first, third, and fifth vertices of the total primitive in all
cases, with the remaining three vertices only accessible in a geometry shader.
Note
The ordering of the vertices in each successive triangle is altered so that the
winding order is consistent throughout the strip.
1 2 5 1 2 6
0 4 0 4 7
3 3
5 5 9
1 2 6 9 1 2 6 10
0 4 8 0 4 8 11
3 7 3 7
Patch lists are never passed to vertex post-processing, and as such no provoking vertex is defined
for patch primitives. The number of primitives generated is equal to ⌊vertexCount/m⌋.
2. For indirect draw commands, the order in which accessed instances of the
VkDrawIndirectCommand are stored in buffer, from lower indirect buffer addresses to higher
addresses.
3. If a draw command includes multiple instances, the order in which instances are executed,
from lower numbered instances to higher.
◦ For non-indexed draws, from vertices with a lower numbered vertexIndex to a higher
numbered vertexIndex.
◦ For indexed draws, vertices sourced from a lower index buffer addresses to higher
addresses.
6. If geometry shading is active, by the order new primitives are generated by geometry shading.
Primitive order is later used to define rasterization order, which determines the order in which
fragments output results to a framebuffer.
Vertex shading receives two per-vertex inputs from the primitive assembly stage - the vertexIndex
and the instanceIndex. How these values are generated is defined below, with each command.
◦ vkCmdDraw
◦ vkCmdDrawIndirect
◦ vkCmdDrawIndirectCount
• Indexed drawing commands read index values from an index buffer and use this to compute the
vertexIndex value for the vertex shader. These commands are:
◦ vkCmdDrawIndexed
◦ vkCmdDrawIndexedIndirect
◦ vkCmdDrawIndexedIndirectCount
// Provided by VK_VERSION_1_0
void vkCmdBindIndexBuffer(
VkCommandBuffer commandBuffer,
VkBuffer buffer,
VkDeviceSize offset,
VkIndexType indexType);
• offset is the starting offset in bytes within buffer used in index buffer address calculations.
• indexType is a VkIndexType value specifying whether indices are treated as 16 bits or 32 bits.
Valid Usage
• The sum of offset and the address of the range of VkDeviceMemory object that is backing
buffer, must be a multiple of the type indicated by indexType
• The VkCommandPool that commandBuffer was allocated from must support graphics
operations
• Both of buffer, and commandBuffer must have been created, allocated, or retrieved from
the same VkDevice
Host Synchronization
• Host access to the VkCommandPool that commandBuffer was allocated from must be externally
synchronized
Command Properties
// Provided by VK_VERSION_1_0
typedef enum VkIndexType {
VK_INDEX_TYPE_UINT16 = 0,
VK_INDEX_TYPE_UINT32 = 1,
} VkIndexType;
The parameters for each drawing command are specified directly in the command or read from
buffer memory, depending on the command. Drawing commands that source their parameters
from buffer memory are known as indirect drawing commands.
All drawing commands interact with the Robust Buffer Access feature.
// Provided by VK_VERSION_1_0
void vkCmdDraw(
VkCommandBuffer commandBuffer,
uint32_t vertexCount,
uint32_t instanceCount,
uint32_t firstVertex,
uint32_t firstInstance);
When the command is executed, primitives are assembled using the current primitive topology and
vertexCount consecutive vertex indices with the first vertexIndex value equal to firstVertex. The
primitives are drawn instanceCount times with instanceIndex starting with firstInstance and
increasing sequentially for each instance. The assembled primitives execute the bound graphics
pipeline.
• For each set n that is statically used by the VkPipeline bound to the pipeline bind point
used by this command, a descriptor set must have been bound to n at the same pipeline
bind point, with a VkPipelineLayout that is compatible for set n, with the VkPipelineLayout
used to create the current VkPipeline, as described in Pipeline Layout Compatibility
• For each push constant that is statically used by the VkPipeline bound to the pipeline bind
point used by this command, a push constant value must have been set for the same
pipeline bind point, with a VkPipelineLayout that is compatible for push constants, with
the VkPipelineLayout used to create the current VkPipeline, as described in Pipeline Layout
Compatibility
• A valid pipeline must be bound to the pipeline bind point used by this command
• If the VkPipeline object bound to the pipeline bind point used by this command requires
any dynamic state, that state must have been set for commandBuffer, and done so after any
previously bound pipeline with the corresponding state not specified as dynamic
• There must not have been any calls to dynamic state setting commands for any state not
specified as dynamic in the VkPipeline object bound to the pipeline bind point used by this
command, since that pipeline was bound
• If the VkPipeline object bound to the pipeline bind point used by this command accesses a
VkSampler object that uses unnormalized coordinates, that sampler must not be used to
sample from any VkImage with a VkImageView of the type VK_IMAGE_VIEW_TYPE_3D,
VK_IMAGE_VIEW_TYPE_CUBE, VK_IMAGE_VIEW_TYPE_1D_ARRAY, VK_IMAGE_VIEW_TYPE_2D_ARRAY or
VK_IMAGE_VIEW_TYPE_CUBE_ARRAY, in any shader stage
• If the VkPipeline object bound to the pipeline bind point used by this command accesses a
VkSampler object that uses unnormalized coordinates, that sampler must not be used with
any of the SPIR-V OpImageSample* or OpImageSparseSample* instructions with ImplicitLod,
Dref or Proj in their name, in any shader stage
• If the VkPipeline object bound to the pipeline bind point used by this command accesses a
VkSampler object that uses unnormalized coordinates, that sampler must not be used with
any of the SPIR-V OpImageSample* or OpImageSparseSample* instructions that includes a LOD
bias or any offset values, in any shader stage
• If the robust buffer access feature is not enabled, and if the VkPipeline object bound to the
pipeline bind point used by this command accesses a uniform buffer, it must not access
values outside of the range of the buffer as specified in the descriptor set bound to the
same pipeline bind point
• If a VkImageView is accessed using OpImageWrite as a result of this command, then the Type
of the Texel operand of that instruction must have at least as many components as the
image view’s format.
• The current render pass must be compatible with the renderPass member of the
VkGraphicsPipelineCreateInfo structure specified when creating the VkPipeline bound to
VK_PIPELINE_BIND_POINT_GRAPHICS
• The subpass index of the current render pass must be equal to the subpass member of the
VkGraphicsPipelineCreateInfo structure specified when creating the VkPipeline bound to
VK_PIPELINE_BIND_POINT_GRAPHICS
• Every input attachment used by the current subpass must be bound to the pipeline via a
descriptor set
• Image subresources used as attachments in the current render pass must not be accessed
in any way other than as an attachment by this command
• If the draw is recorded in a render pass instance with multiview enabled, the maximum
instance index must be less than or equal to VkPhysicalDeviceMultiviewProperties
::maxMultiviewInstanceIndex
• All vertex input bindings accessed via vertex input variables declared in the vertex
shader entry point’s interface must have either valid or VK_NULL_HANDLE buffers
bound
• If the nullDescriptor feature is not enabled, all vertex input bindings accessed via vertex
input variables declared in the vertex shader entry point’s interface must not be
VK_NULL_HANDLE
• For a given vertex buffer binding, any attribute data fetched must be entirely contained
within the corresponding vertex buffer binding, as described in Vertex Input Description
• The VkCommandPool that commandBuffer was allocated from must support graphics
operations
Host Synchronization
• Host access to the VkCommandPool that commandBuffer was allocated from must be externally
synchronized
Command Properties
// Provided by VK_VERSION_1_0
void vkCmdDrawIndexed(
VkCommandBuffer commandBuffer,
uint32_t indexCount,
uint32_t instanceCount,
uint32_t firstIndex,
int32_t vertexOffset,
uint32_t firstInstance);
• vertexOffset is the value added to the vertex index before indexing into the vertex buffer.
When the command is executed, primitives are assembled using the current primitive topology and
The first vertex index is at an offset of firstIndex × indexSize + offset within the bound index
buffer, where offset is the offset specified by vkCmdBindIndexBuffer and indexSize is the byte size of
the type specified by indexType. Subsequent index values are retrieved from consecutive locations
in the index buffer. Indices are first compared to the primitive restart value, then zero extended to
32 bits (if the indexType is VK_INDEX_TYPE_UINT16) and have vertexOffset added to them, before being
supplied as the vertexIndex value.
The primitives are drawn instanceCount times with instanceIndex starting with firstInstance and
increasing sequentially for each instance. The assembled primitives execute the bound graphics
pipeline.
• For each set n that is statically used by the VkPipeline bound to the pipeline bind point
used by this command, a descriptor set must have been bound to n at the same pipeline
bind point, with a VkPipelineLayout that is compatible for set n, with the VkPipelineLayout
used to create the current VkPipeline, as described in Pipeline Layout Compatibility
• For each push constant that is statically used by the VkPipeline bound to the pipeline bind
point used by this command, a push constant value must have been set for the same
pipeline bind point, with a VkPipelineLayout that is compatible for push constants, with
the VkPipelineLayout used to create the current VkPipeline, as described in Pipeline Layout
Compatibility
• A valid pipeline must be bound to the pipeline bind point used by this command
• If the VkPipeline object bound to the pipeline bind point used by this command requires
any dynamic state, that state must have been set for commandBuffer, and done so after any
previously bound pipeline with the corresponding state not specified as dynamic
• There must not have been any calls to dynamic state setting commands for any state not
specified as dynamic in the VkPipeline object bound to the pipeline bind point used by this
command, since that pipeline was bound
• If the VkPipeline object bound to the pipeline bind point used by this command accesses a
VkSampler object that uses unnormalized coordinates, that sampler must not be used to
sample from any VkImage with a VkImageView of the type VK_IMAGE_VIEW_TYPE_3D,
VK_IMAGE_VIEW_TYPE_CUBE, VK_IMAGE_VIEW_TYPE_1D_ARRAY, VK_IMAGE_VIEW_TYPE_2D_ARRAY or
VK_IMAGE_VIEW_TYPE_CUBE_ARRAY, in any shader stage
• If the VkPipeline object bound to the pipeline bind point used by this command accesses a
VkSampler object that uses unnormalized coordinates, that sampler must not be used with
any of the SPIR-V OpImageSample* or OpImageSparseSample* instructions with ImplicitLod,
Dref or Proj in their name, in any shader stage
• If the VkPipeline object bound to the pipeline bind point used by this command accesses a
VkSampler object that uses unnormalized coordinates, that sampler must not be used with
any of the SPIR-V OpImageSample* or OpImageSparseSample* instructions that includes a LOD
bias or any offset values, in any shader stage
• If the robust buffer access feature is not enabled, and if the VkPipeline object bound to the
pipeline bind point used by this command accesses a uniform buffer, it must not access
values outside of the range of the buffer as specified in the descriptor set bound to the
same pipeline bind point
• If a VkImageView is accessed using OpImageWrite as a result of this command, then the Type
of the Texel operand of that instruction must have at least as many components as the
image view’s format.
• The current render pass must be compatible with the renderPass member of the
VkGraphicsPipelineCreateInfo structure specified when creating the VkPipeline bound to
VK_PIPELINE_BIND_POINT_GRAPHICS
• The subpass index of the current render pass must be equal to the subpass member of the
VkGraphicsPipelineCreateInfo structure specified when creating the VkPipeline bound to
VK_PIPELINE_BIND_POINT_GRAPHICS
• Every input attachment used by the current subpass must be bound to the pipeline via a
descriptor set
• Image subresources used as attachments in the current render pass must not be accessed
in any way other than as an attachment by this command
• If the draw is recorded in a render pass instance with multiview enabled, the maximum
instance index must be less than or equal to VkPhysicalDeviceMultiviewProperties
::maxMultiviewInstanceIndex
• All vertex input bindings accessed via vertex input variables declared in the vertex
shader entry point’s interface must have either valid or VK_NULL_HANDLE buffers
bound
• If the nullDescriptor feature is not enabled, all vertex input bindings accessed via vertex
input variables declared in the vertex shader entry point’s interface must not be
VK_NULL_HANDLE
• For a given vertex buffer binding, any attribute data fetched must be entirely contained
within the corresponding vertex buffer binding, as described in Vertex Input Description
• (indexSize × (firstIndex + indexCount) + offset) must be less than or equal to the size of
the bound index buffer, with indexSize being based on the type specified by indexType,
where the index buffer, indexType, and offset are specified via vkCmdBindIndexBuffer
• The VkCommandPool that commandBuffer was allocated from must support graphics
operations
Host Synchronization
• Host access to the VkCommandPool that commandBuffer was allocated from must be externally
synchronized
Command Properties
// Provided by VK_VERSION_1_0
void vkCmdDrawIndirect(
VkCommandBuffer commandBuffer,
VkBuffer buffer,
VkDeviceSize offset,
uint32_t drawCount,
uint32_t stride);
vkCmdDrawIndirect behaves similarly to vkCmdDraw except that the parameters are read by the
device from a buffer during execution. drawCount draws are executed by the command, with
parameters taken from buffer starting at offset and increasing by stride bytes for each successive
• For each set n that is statically used by the VkPipeline bound to the pipeline bind point
used by this command, a descriptor set must have been bound to n at the same pipeline
bind point, with a VkPipelineLayout that is compatible for set n, with the VkPipelineLayout
used to create the current VkPipeline, as described in Pipeline Layout Compatibility
• For each push constant that is statically used by the VkPipeline bound to the pipeline bind
point used by this command, a push constant value must have been set for the same
pipeline bind point, with a VkPipelineLayout that is compatible for push constants, with
the VkPipelineLayout used to create the current VkPipeline, as described in Pipeline Layout
Compatibility
• A valid pipeline must be bound to the pipeline bind point used by this command
• If the VkPipeline object bound to the pipeline bind point used by this command requires
any dynamic state, that state must have been set for commandBuffer, and done so after any
previously bound pipeline with the corresponding state not specified as dynamic
• There must not have been any calls to dynamic state setting commands for any state not
specified as dynamic in the VkPipeline object bound to the pipeline bind point used by this
command, since that pipeline was bound
• If the VkPipeline object bound to the pipeline bind point used by this command accesses a
VkSampler object that uses unnormalized coordinates, that sampler must not be used to
sample from any VkImage with a VkImageView of the type VK_IMAGE_VIEW_TYPE_3D,
VK_IMAGE_VIEW_TYPE_CUBE, VK_IMAGE_VIEW_TYPE_1D_ARRAY, VK_IMAGE_VIEW_TYPE_2D_ARRAY or
VK_IMAGE_VIEW_TYPE_CUBE_ARRAY, in any shader stage
• If the VkPipeline object bound to the pipeline bind point used by this command accesses a
VkSampler object that uses unnormalized coordinates, that sampler must not be used with
any of the SPIR-V OpImageSample* or OpImageSparseSample* instructions with ImplicitLod,
Dref or Proj in their name, in any shader stage
• If the VkPipeline object bound to the pipeline bind point used by this command accesses a
VkSampler object that uses unnormalized coordinates, that sampler must not be used with
any of the SPIR-V OpImageSample* or OpImageSparseSample* instructions that includes a LOD
bias or any offset values, in any shader stage
• If the robust buffer access feature is not enabled, and if the VkPipeline object bound to the
pipeline bind point used by this command accesses a uniform buffer, it must not access
values outside of the range of the buffer as specified in the descriptor set bound to the
same pipeline bind point
• If a VkImageView is accessed using OpImageWrite as a result of this command, then the Type
of the Texel operand of that instruction must have at least as many components as the
image view’s format.
• The current render pass must be compatible with the renderPass member of the
VkGraphicsPipelineCreateInfo structure specified when creating the VkPipeline bound to
VK_PIPELINE_BIND_POINT_GRAPHICS
• The subpass index of the current render pass must be equal to the subpass member of the
VkGraphicsPipelineCreateInfo structure specified when creating the VkPipeline bound to
VK_PIPELINE_BIND_POINT_GRAPHICS
• Every input attachment used by the current subpass must be bound to the pipeline via a
descriptor set
• Image subresources used as attachments in the current render pass must not be accessed
in any way other than as an attachment by this command
• If the draw is recorded in a render pass instance with multiview enabled, the maximum
instance index must be less than or equal to VkPhysicalDeviceMultiviewProperties
::maxMultiviewInstanceIndex
• All vertex input bindings accessed via vertex input variables declared in the vertex
shader entry point’s interface must have either valid or VK_NULL_HANDLE buffers
bound
• If the nullDescriptor feature is not enabled, all vertex input bindings accessed via vertex
input variables declared in the vertex shader entry point’s interface must not be
VK_NULL_HANDLE
• For a given vertex buffer binding, any attribute data fetched must be entirely contained
within the corresponding vertex buffer binding, as described in Vertex Input Description
• buffer must have been created with the VK_BUFFER_USAGE_INDIRECT_BUFFER_BIT bit set
• The VkCommandPool that commandBuffer was allocated from must support graphics
operations
• Both of buffer, and commandBuffer must have been created, allocated, or retrieved from
the same VkDevice
Host Synchronization
• Host access to the VkCommandPool that commandBuffer was allocated from must be externally
synchronized
Command Properties
The members of VkDrawIndirectCommand have the same meaning as the similarly named parameters
of vkCmdDraw.
Valid Usage
• For a given vertex buffer binding, any attribute data fetched must be entirely contained
within the corresponding vertex buffer binding, as described in Vertex Input Description
To record a non-indexed draw call with a draw call count sourced from a buffer, call:
// Provided by VK_VERSION_1_2
void vkCmdDrawIndirectCount(
VkCommandBuffer commandBuffer,
VkBuffer buffer,
VkDeviceSize offset,
VkBuffer countBuffer,
VkDeviceSize countBufferOffset,
uint32_t maxDrawCount,
uint32_t stride);
• countBufferOffset is the byte offset into countBuffer where the draw count begins.
• maxDrawCount specifies the maximum number of draws that will be executed. The actual number
of executed draw calls is the minimum of the count specified in countBuffer and maxDrawCount.
• For each set n that is statically used by the VkPipeline bound to the pipeline bind point
used by this command, a descriptor set must have been bound to n at the same pipeline
bind point, with a VkPipelineLayout that is compatible for set n, with the VkPipelineLayout
used to create the current VkPipeline, as described in Pipeline Layout Compatibility
• For each push constant that is statically used by the VkPipeline bound to the pipeline bind
point used by this command, a push constant value must have been set for the same
pipeline bind point, with a VkPipelineLayout that is compatible for push constants, with
the VkPipelineLayout used to create the current VkPipeline, as described in Pipeline Layout
Compatibility
• A valid pipeline must be bound to the pipeline bind point used by this command
• If the VkPipeline object bound to the pipeline bind point used by this command requires
any dynamic state, that state must have been set for commandBuffer, and done so after any
previously bound pipeline with the corresponding state not specified as dynamic
• There must not have been any calls to dynamic state setting commands for any state not
specified as dynamic in the VkPipeline object bound to the pipeline bind point used by this
command, since that pipeline was bound
• If the VkPipeline object bound to the pipeline bind point used by this command accesses a
VkSampler object that uses unnormalized coordinates, that sampler must not be used to
sample from any VkImage with a VkImageView of the type VK_IMAGE_VIEW_TYPE_3D,
VK_IMAGE_VIEW_TYPE_CUBE, VK_IMAGE_VIEW_TYPE_1D_ARRAY, VK_IMAGE_VIEW_TYPE_2D_ARRAY or
VK_IMAGE_VIEW_TYPE_CUBE_ARRAY, in any shader stage
• If the VkPipeline object bound to the pipeline bind point used by this command accesses a
VkSampler object that uses unnormalized coordinates, that sampler must not be used with
any of the SPIR-V OpImageSample* or OpImageSparseSample* instructions with ImplicitLod,
Dref or Proj in their name, in any shader stage
• If the VkPipeline object bound to the pipeline bind point used by this command accesses a
VkSampler object that uses unnormalized coordinates, that sampler must not be used with
any of the SPIR-V OpImageSample* or OpImageSparseSample* instructions that includes a LOD
bias or any offset values, in any shader stage
• If the robust buffer access feature is not enabled, and if the VkPipeline object bound to the
pipeline bind point used by this command accesses a uniform buffer, it must not access
values outside of the range of the buffer as specified in the descriptor set bound to the
same pipeline bind point
• If a VkImageView is accessed using OpImageWrite as a result of this command, then the Type
of the Texel operand of that instruction must have at least as many components as the
image view’s format.
• The current render pass must be compatible with the renderPass member of the
VkGraphicsPipelineCreateInfo structure specified when creating the VkPipeline bound to
VK_PIPELINE_BIND_POINT_GRAPHICS
• The subpass index of the current render pass must be equal to the subpass member of the
VkGraphicsPipelineCreateInfo structure specified when creating the VkPipeline bound to
VK_PIPELINE_BIND_POINT_GRAPHICS
• Every input attachment used by the current subpass must be bound to the pipeline via a
descriptor set
• Image subresources used as attachments in the current render pass must not be accessed
in any way other than as an attachment by this command
• If the draw is recorded in a render pass instance with multiview enabled, the maximum
instance index must be less than or equal to VkPhysicalDeviceMultiviewProperties
::maxMultiviewInstanceIndex
• All vertex input bindings accessed via vertex input variables declared in the vertex
shader entry point’s interface must have either valid or VK_NULL_HANDLE buffers
bound
• If the nullDescriptor feature is not enabled, all vertex input bindings accessed via vertex
input variables declared in the vertex shader entry point’s interface must not be
VK_NULL_HANDLE
• For a given vertex buffer binding, any attribute data fetched must be entirely contained
within the corresponding vertex buffer binding, as described in Vertex Input Description
• buffer must have been created with the VK_BUFFER_USAGE_INDIRECT_BUFFER_BIT bit set
• countBuffer must have been created with the VK_BUFFER_USAGE_INDIRECT_BUFFER_BIT bit set
• The VkCommandPool that commandBuffer was allocated from must support graphics
operations
• Each of buffer, commandBuffer, and countBuffer must have been created, allocated, or
retrieved from the same VkDevice
Host Synchronization
• Host access to the VkCommandPool that commandBuffer was allocated from must be externally
synchronized
Command Properties
// Provided by VK_VERSION_1_0
void vkCmdDrawIndexedIndirect(
VkCommandBuffer commandBuffer,
VkBuffer buffer,
VkDeviceSize offset,
uint32_t drawCount,
uint32_t stride);
• For each set n that is statically used by the VkPipeline bound to the pipeline bind point
used by this command, a descriptor set must have been bound to n at the same pipeline
bind point, with a VkPipelineLayout that is compatible for set n, with the VkPipelineLayout
used to create the current VkPipeline, as described in Pipeline Layout Compatibility
• For each push constant that is statically used by the VkPipeline bound to the pipeline bind
point used by this command, a push constant value must have been set for the same
pipeline bind point, with a VkPipelineLayout that is compatible for push constants, with
the VkPipelineLayout used to create the current VkPipeline, as described in Pipeline Layout
Compatibility
• A valid pipeline must be bound to the pipeline bind point used by this command
• If the VkPipeline object bound to the pipeline bind point used by this command requires
any dynamic state, that state must have been set for commandBuffer, and done so after any
previously bound pipeline with the corresponding state not specified as dynamic
• There must not have been any calls to dynamic state setting commands for any state not
specified as dynamic in the VkPipeline object bound to the pipeline bind point used by this
command, since that pipeline was bound
• If the VkPipeline object bound to the pipeline bind point used by this command accesses a
VkSampler object that uses unnormalized coordinates, that sampler must not be used to
sample from any VkImage with a VkImageView of the type VK_IMAGE_VIEW_TYPE_3D,
VK_IMAGE_VIEW_TYPE_CUBE, VK_IMAGE_VIEW_TYPE_1D_ARRAY, VK_IMAGE_VIEW_TYPE_2D_ARRAY or
VK_IMAGE_VIEW_TYPE_CUBE_ARRAY, in any shader stage
• If the VkPipeline object bound to the pipeline bind point used by this command accesses a
VkSampler object that uses unnormalized coordinates, that sampler must not be used with
any of the SPIR-V OpImageSample* or OpImageSparseSample* instructions with ImplicitLod,
Dref or Proj in their name, in any shader stage
• If the VkPipeline object bound to the pipeline bind point used by this command accesses a
VkSampler object that uses unnormalized coordinates, that sampler must not be used with
any of the SPIR-V OpImageSample* or OpImageSparseSample* instructions that includes a LOD
bias or any offset values, in any shader stage
• If the robust buffer access feature is not enabled, and if the VkPipeline object bound to the
pipeline bind point used by this command accesses a uniform buffer, it must not access
values outside of the range of the buffer as specified in the descriptor set bound to the
same pipeline bind point
• If a VkImageView is accessed using OpImageWrite as a result of this command, then the Type
of the Texel operand of that instruction must have at least as many components as the
image view’s format.
• The current render pass must be compatible with the renderPass member of the
VkGraphicsPipelineCreateInfo structure specified when creating the VkPipeline bound to
VK_PIPELINE_BIND_POINT_GRAPHICS
• The subpass index of the current render pass must be equal to the subpass member of the
VkGraphicsPipelineCreateInfo structure specified when creating the VkPipeline bound to
VK_PIPELINE_BIND_POINT_GRAPHICS
• Every input attachment used by the current subpass must be bound to the pipeline via a
descriptor set
• Image subresources used as attachments in the current render pass must not be accessed
in any way other than as an attachment by this command
• If the draw is recorded in a render pass instance with multiview enabled, the maximum
instance index must be less than or equal to VkPhysicalDeviceMultiviewProperties
::maxMultiviewInstanceIndex
• All vertex input bindings accessed via vertex input variables declared in the vertex
shader entry point’s interface must have either valid or VK_NULL_HANDLE buffers
bound
• If the nullDescriptor feature is not enabled, all vertex input bindings accessed via vertex
input variables declared in the vertex shader entry point’s interface must not be
VK_NULL_HANDLE
• For a given vertex buffer binding, any attribute data fetched must be entirely contained
within the corresponding vertex buffer binding, as described in Vertex Input Description
• buffer must have been created with the VK_BUFFER_USAGE_INDIRECT_BUFFER_BIT bit set
• If drawCount is greater than 1, stride must be a multiple of 4 and must be greater than or
equal to sizeof(VkDrawIndexedIndirectCommand)
• The VkCommandPool that commandBuffer was allocated from must support graphics
operations
• Both of buffer, and commandBuffer must have been created, allocated, or retrieved from
the same VkDevice
Host Synchronization
• Host access to the VkCommandPool that commandBuffer was allocated from must be externally
synchronized
Command Properties
• vertexOffset is the value added to the vertex index before indexing into the vertex buffer.
The members of VkDrawIndexedIndirectCommand have the same meaning as the similarly named
parameters of vkCmdDrawIndexed.
Valid Usage
• For a given vertex buffer binding, any attribute data fetched must be entirely contained
within the corresponding vertex buffer binding, as described in Vertex Input Description
• (indexSize × (firstIndex + indexCount) + offset) must be less than or equal to the size of
the bound index buffer, with indexSize being based on the type specified by indexType,
where the index buffer, indexType, and offset are specified via vkCmdBindIndexBuffer
To record an indexed draw call with a draw call count sourced from a buffer, call:
// Provided by VK_VERSION_1_2
void vkCmdDrawIndexedIndirectCount(
VkCommandBuffer commandBuffer,
VkBuffer buffer,
VkDeviceSize offset,
VkBuffer countBuffer,
VkDeviceSize countBufferOffset,
uint32_t maxDrawCount,
uint32_t stride);
• maxDrawCount specifies the maximum number of draws that will be executed. The actual number
of executed draw calls is the minimum of the count specified in countBuffer and maxDrawCount.
• For each set n that is statically used by the VkPipeline bound to the pipeline bind point
used by this command, a descriptor set must have been bound to n at the same pipeline
bind point, with a VkPipelineLayout that is compatible for set n, with the VkPipelineLayout
used to create the current VkPipeline, as described in Pipeline Layout Compatibility
• For each push constant that is statically used by the VkPipeline bound to the pipeline bind
point used by this command, a push constant value must have been set for the same
pipeline bind point, with a VkPipelineLayout that is compatible for push constants, with
the VkPipelineLayout used to create the current VkPipeline, as described in Pipeline Layout
Compatibility
• A valid pipeline must be bound to the pipeline bind point used by this command
• If the VkPipeline object bound to the pipeline bind point used by this command requires
any dynamic state, that state must have been set for commandBuffer, and done so after any
previously bound pipeline with the corresponding state not specified as dynamic
• There must not have been any calls to dynamic state setting commands for any state not
specified as dynamic in the VkPipeline object bound to the pipeline bind point used by this
command, since that pipeline was bound
• If the VkPipeline object bound to the pipeline bind point used by this command accesses a
VkSampler object that uses unnormalized coordinates, that sampler must not be used to
sample from any VkImage with a VkImageView of the type VK_IMAGE_VIEW_TYPE_3D,
VK_IMAGE_VIEW_TYPE_CUBE, VK_IMAGE_VIEW_TYPE_1D_ARRAY, VK_IMAGE_VIEW_TYPE_2D_ARRAY or
VK_IMAGE_VIEW_TYPE_CUBE_ARRAY, in any shader stage
• If the VkPipeline object bound to the pipeline bind point used by this command accesses a
VkSampler object that uses unnormalized coordinates, that sampler must not be used with
any of the SPIR-V OpImageSample* or OpImageSparseSample* instructions with ImplicitLod,
Dref or Proj in their name, in any shader stage
• If the VkPipeline object bound to the pipeline bind point used by this command accesses a
VkSampler object that uses unnormalized coordinates, that sampler must not be used with
any of the SPIR-V OpImageSample* or OpImageSparseSample* instructions that includes a LOD
bias or any offset values, in any shader stage
• If the robust buffer access feature is not enabled, and if the VkPipeline object bound to the
pipeline bind point used by this command accesses a uniform buffer, it must not access
values outside of the range of the buffer as specified in the descriptor set bound to the
same pipeline bind point
• If a VkImageView is accessed using OpImageWrite as a result of this command, then the Type
of the Texel operand of that instruction must have at least as many components as the
image view’s format.
• The current render pass must be compatible with the renderPass member of the
VkGraphicsPipelineCreateInfo structure specified when creating the VkPipeline bound to
VK_PIPELINE_BIND_POINT_GRAPHICS
• The subpass index of the current render pass must be equal to the subpass member of the
VkGraphicsPipelineCreateInfo structure specified when creating the VkPipeline bound to
VK_PIPELINE_BIND_POINT_GRAPHICS
• Every input attachment used by the current subpass must be bound to the pipeline via a
descriptor set
• Image subresources used as attachments in the current render pass must not be accessed
in any way other than as an attachment by this command
• If the draw is recorded in a render pass instance with multiview enabled, the maximum
instance index must be less than or equal to VkPhysicalDeviceMultiviewProperties
::maxMultiviewInstanceIndex
• All vertex input bindings accessed via vertex input variables declared in the vertex
shader entry point’s interface must have either valid or VK_NULL_HANDLE buffers
bound
• If the nullDescriptor feature is not enabled, all vertex input bindings accessed via vertex
input variables declared in the vertex shader entry point’s interface must not be
VK_NULL_HANDLE
• For a given vertex buffer binding, any attribute data fetched must be entirely contained
within the corresponding vertex buffer binding, as described in Vertex Input Description
• buffer must have been created with the VK_BUFFER_USAGE_INDIRECT_BUFFER_BIT bit set
• countBuffer must have been created with the VK_BUFFER_USAGE_INDIRECT_BUFFER_BIT bit set
• The VkCommandPool that commandBuffer was allocated from must support graphics
operations
• Each of buffer, commandBuffer, and countBuffer must have been created, allocated, or
retrieved from the same VkDevice
Host Synchronization
• Host access to the VkCommandPool that commandBuffer was allocated from must be externally
synchronized
Command Properties
In GLSL, vertex shaders associate input variables with a vertex input attribute number using the
location layout qualifier. The component layout qualifier associates components of a vertex shader
input variable with components of a vertex input attribute.
GLSL example
In SPIR-V, vertex shaders associate input variables with a vertex input attribute number using the
Location decoration. The Component decoration associates components of a vertex shader input
variable with components of a vertex input attribute. The Location and Component decorations are
specified via the OpDecorate instruction.
...
%1 = OpExtInstImport "GLSL.std.450"
...
OpName %9 "variableName"
OpName %15 "variableNameArray"
OpDecorate %18 BuiltIn VertexIndex
OpDecorate %19 BuiltIn InstanceIndex
OpDecorate %9 Location M
OpDecorate %9 Component 2
OpDecorate %15 Location N
...
%2 = OpTypeVoid
%3 = OpTypeFunction %2
%6 = OpTypeFloat 32
%7 = OpTypeVector %6 2
%8 = OpTypePointer Input %7
%9 = OpVariable %8 Input
%10 = OpTypeVector %6 4
%11 = OpTypeInt 32 0
%12 = OpConstant %11 L
%13 = OpTypeArray %10 %12
%14 = OpTypePointer Input %13
%15 = OpVariable %14 Input
...
Vertex shaders allow Location and Component decorations on input variable declarations. The
Location decoration specifies which vertex input attribute is used to read and interpret the data
that a variable will consume. The Component decoration allows the location to be more finely
specified for scalars and vectors, down to the individual components within a location that are
consumed. The components within a location are 0, 1, 2, and 3. A variable starting at component N
will consume components N, N+1, N+2, … up through its size. For single precision types, it is invalid
if the sequence of components gets larger than 3.
When a vertex shader input variable declared using a scalar or vector 32-bit data type is assigned a
location, its value(s) are taken from the components of the input attribute specified with the
corresponding VkVertexInputAttributeDescription::location. The components used depend on the
type of variable and the Component decoration specified in the variable declaration, as identified in
Input attribute components accessed by 32-bit input variables. Any 32-bit scalar or vector input will
consume a single location. For 32-bit data types, missing components are filled in with default
values as described below.
scalar 1 (o, y, o, o)
scalar 2 (o, o, z, o)
scalar 3 (o, o, o, w)
Components indicated by “o” are available for use by other input variables which are sourced from
the same attribute, and if used, are either filled with the corresponding component from the input
format (if present), or the default value.
When a vertex shader input variable declared using a 32-bit floating point matrix type is assigned a
location i, its values are taken from consecutive input attributes starting with the corresponding
VkVertexInputAttributeDescription::location. Such matrices are treated as an array of column
vectors with values taken from the input attributes identified in Input attributes accessed by 32-bit
input matrix variables. The VkVertexInputAttributeDescription::format must be specified with a
VkFormat that corresponds to the appropriate type of column vector. The Component decoration
must not be used with matrix types.
mat3x2 two-component vector i, i+1, i+2 (x, y, o, o), (x, y, o, o), (x, y, o, o)
mat4x2 two-component vector i, i+1, i+2, i+3 (x, y, o, o), (x, y, o, o), (x, y, o, o), (x, y, o, o)
mat4x3 three-component i, i+1, i+2, i+3 (x, y, z, o), (x, y, z, o), (x, y, z, o), (x, y, z, o)
vector
mat4 four-component i, i+1, i+2, i+3 (x, y, z, w), (x, y, z, w), (x, y, z, w), (x, y, z, w)
vector
Components indicated by “o” are available for use by other input variables which are sourced from
the same attribute, and if used, are either filled with the corresponding component from the input
(if present), or the default value.
When a vertex shader input variable declared using a scalar or vector 64-bit data type is assigned a
location i, its values are taken from consecutive input attributes starting with the corresponding
VkVertexInputAttributeDescription::location. The locations and components used depend on the
type of variable and the Component decoration specified in the variable declaration, as identified in
Input attribute locations and components accessed by 64-bit input variables. For 64-bit data types,
no default attribute values are provided. Input variables must not use more components than
provided by the attribute. Input attributes which have one- or two-component 64-bit formats will
consume a single location. Input attributes which have three- or four-component 64-bit formats will
consume two consecutive locations. A 64-bit scalar data type will consume two components, and a
64-bit two-component vector data type will consume all four components available within a
location. A three- or four-component 64-bit data type must not specify a component. A three-
component 64-bit data type will consume all four components of the first location and components
0 and 1 of the second location. This leaves components 2 and 3 available for other component-
qualified declarations. A four-component 64-bit data type will consume all four components of the
first location and all four components of the second location. It is invalid for a scalar or two-
component 64-bit data type to specify a component of 1 or 3.
Table 22. Input attribute locations and components accessed by 64-bit input variables
Components indicated by “o” are available for use by other input variables which are sourced from
the same attribute. Components indicated by “-” are not available for input variables as there are
no default values provided for 64-bit data types, and there is no data provided by the input format.
When a vertex shader input variable declared using a 64-bit floating-point matrix type is assigned a
location i, its values are taken from consecutive input attribute locations. Such matrices are treated
as an array of column vectors with values taken from the input attributes as shown in Input
attribute locations and components accessed by 64-bit input variables. Each column vector starts at
the location immediately following the last location of the previous column vector. The number of
attributes and components assigned to each matrix is determined by the matrix dimensions and
ranges from two to eight locations.
Only input variables declared with the data types and component decorations as specified above
are supported. Location aliasing is causing two variables to have the same location number.
Component aliasing is assigning the same (or overlapping) component number for two location
aliases. Location aliasing is allowed only if it does not cause component aliasing. Further, when
location aliasing, the aliases sharing the location must all have the same SPIR-V floating-point
component type or all have the same width integer-type components.
// Provided by VK_VERSION_1_0
typedef struct VkPipelineVertexInputStateCreateInfo {
VkStructureType sType;
const void* pNext;
VkPipelineVertexInputStateCreateFlags flags;
uint32_t vertexBindingDescriptionCount;
const VkVertexInputBindingDescription* pVertexBindingDescriptions;
uint32_t vertexAttributeDescriptionCount;
const VkVertexInputAttributeDescription* pVertexAttributeDescriptions;
} VkPipelineVertexInputStateCreateInfo;
• flags must be 0
// Provided by VK_VERSION_1_0
typedef VkFlags VkPipelineVertexInputStateCreateFlags;
Each vertex input binding is specified by the VkVertexInputBindingDescription structure, defined as:
// Provided by VK_VERSION_1_0
typedef struct VkVertexInputBindingDescription {
uint32_t binding;
uint32_t stride;
VkVertexInputRate inputRate;
} VkVertexInputBindingDescription;
• stride is the distance in bytes between two consecutive elements within the buffer.
Valid Usage
// Provided by VK_VERSION_1_0
typedef enum VkVertexInputRate {
VK_VERTEX_INPUT_RATE_VERTEX = 0,
VK_VERTEX_INPUT_RATE_INSTANCE = 1,
} VkVertexInputRate;
// Provided by VK_VERSION_1_0
typedef struct VkVertexInputAttributeDescription {
uint32_t location;
uint32_t binding;
VkFormat format;
uint32_t offset;
} VkVertexInputAttributeDescription;
• binding is the binding number which this attribute takes its data from.
• offset is a byte offset of this attribute relative to the start of an element in the vertex input
binding.
To bind vertex buffers to a command buffer for use in subsequent draw commands, call:
// Provided by VK_VERSION_1_0
void vkCmdBindVertexBuffers(
VkCommandBuffer commandBuffer,
uint32_t firstBinding,
uint32_t bindingCount,
const VkBuffer* pBuffers,
const VkDeviceSize* pOffsets);
• firstBinding is the index of the first vertex input binding whose state is updated by the
command.
• bindingCount is the number of vertex input bindings whose state is updated by the command.
The values taken from elements i of pBuffers and pOffsets replace the current state for the vertex
input binding firstBinding + i, for i in [0, bindingCount). The vertex input binding is updated to start
at the offset indicated by pOffsets[i] from the start of the buffer pBuffers[i]. All vertex input
attributes that use each of these bindings will use these updated addresses in their address
calculations for subsequent draw commands.
• All elements of pOffsets must be less than the size of the corresponding element in
pBuffers
• All elements of pBuffers must have been created with the
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT flag
• Each element of pBuffers that is non-sparse must be bound completely and contiguously
to a single VkDeviceMemory object
• If the nullDescriptor feature is not enabled, all elements of pBuffers must not be
VK_NULL_HANDLE
• The VkCommandPool that commandBuffer was allocated from must support graphics
operations
• Both of commandBuffer, and the elements of pBuffers that are valid handles of non-ignored
parameters must have been created, allocated, or retrieved from the same VkDevice
Host Synchronization
• Host access to the VkCommandPool that commandBuffer was allocated from must be externally
synchronized
The address of each attribute for each vertexIndex and instanceIndex is calculated as follows:
• Let vertexIndex be the index of the vertex within the draw (a value between firstVertex and
firstVertex+vertexCount for vkCmdDraw, or a value taken from the index buffer for
vkCmdDrawIndexed), and let instanceIndex be the instance number of the draw (a value between
firstInstance and firstInstance+instanceCount).
if (bindingDesc.inputRate == VK_VERTEX_INPUT_RATE_VERTEX)
vertexOffset = vertexIndex * bindingDesc.stride;
else
vertexOffset = instanceIndex * bindingDesc.stride;
For each attribute, raw data is extracted starting at attribAddress and is converted from the
VkVertexInputAttributeDescription’s format to either floating-point, unsigned integer, or signed
integer based on the base type of the format; the base type of the format must match the base type
of the input variable in the shader. If format is a packed format, attribAddress must be a multiple of
the size in bytes of the whole attribute data type as described in Packed Formats. Otherwise,
attribAddress must be a multiple of the size in bytes of the component type indicated by format (see
Formats). If the format does not include G, B, or A components, then those are filled with (0,0,1) as
needed (using either 1.0f or integer 1 based on the format) for attributes that are not 64-bit data
types. The number of components in the vertex shader input variable need not exactly match the
number of components in the format. If the vertex shader has fewer components, the extra
components are discarded.
20.3. Example
To create a graphics pipeline that uses the following vertex description:
21.1. Tessellator
If a pipeline includes both tessellation shaders (control and evaluation), the tessellator consumes
each input patch (after vertex shading) and produces a new set of independent primitives (points,
lines, or triangles). These primitives are logically produced by subdividing a geometric primitive
(rectangle or triangle) according to the per-patch outer and inner tessellation levels written by the
tessellation control shader. These levels are specified using the built-in variables TessLevelOuter
and TessLevelInner, respectively. This subdivision is performed in an implementation-dependent
manner. If no tessellation shaders are present in the pipeline, the tessellator is disabled and
incoming primitives are passed through without modification.
• Triangles, Quads, and IsoLines. These control the type of subdivision and topology of the output
primitives. One mode must be set in at least one of the tessellation shader stages.
• VertexOrderCw and VertexOrderCcw. These control the orientation of triangles generated by the
tessellator. One mode must be set in at least one of the tessellation shader stages.
• PointMode. Controls generation of points rather than triangles or lines. This functionality
defaults to disabled, and is enabled if either shader stage includes the execution mode.
• OutputVertices. Controls the size of the output patch of the tessellation control shader. One
value must be set in at least one of the tessellation shader stages.
For triangles, the tessellator subdivides a triangle primitive into smaller triangles. For quads, the
tessellator subdivides a rectangle primitive into smaller triangles. For isolines, the tessellator
subdivides a rectangle primitive into a collection of line segments arranged in strips stretching
across the rectangle in the u dimension (i.e. the coordinates in TessCoord are of the form (0,x)
through (1,x) for all tessellation evaluation shader invocations that share a line).
IL0
IL0
OL0 IL1 OL2 OL0 OL2
(0,0) (1,0)
OL0
(no edge)
(0,1) OL1 (1,1)
Isolines
Figure 11. Domain parameterization for tessellation primitive modes (upper-left origin)
IL0
(0,1) (1,1)
(no edge)
OL0
In the domain parameterization diagrams, the coordinates illustrate the value of TessCoord at
the corners of the domain. The labels on the edges indicate the inner (IL0 and IL1) and outer
(OL0 through OL3) tessellation level values used to control the number of subdivisions along
each edge of the domain.
For triangles, the vertex’s position is a barycentric coordinate (u,v,w), where u + v + w = 1.0, and
indicates the relative influence of the three vertices of the triangle on the position of the vertex. For
quads and isolines, the position is a (u,v) coordinate indicating the relative horizontal and vertical
position of the vertex relative to the subdivided rectangle. The subdivision process is explained in
more detail in subsequent sections.
Patches will also be discarded if any relevant outer tessellation level corresponds to a floating-point
NaN (not a number) in implementations supporting NaN.
No new primitives are generated and the tessellation evaluation shader is not executed for patches
that are discarded. For Quads, all four outer levels are relevant. For Triangles and IsoLines, only the
first three or two outer levels, respectively, are relevant. Negative inner levels will not cause a
patch to be discarded; they will be clamped as described below.
If SpacingEqual is used, the floating-point tessellation level is first clamped to [1, maxLevel], where
maxLevel is the implementation-dependent maximum tessellation level (VkPhysicalDeviceLimits
::maxTessellationGenerationLevel). The result is rounded up to the nearest integer n, and the
corresponding edge is divided into n segments of equal length in (u,v) space.
If SpacingFractionalEven is used, the tessellation level is first clamped to [2, maxLevel] and then
rounded up to the nearest even integer n. If SpacingFractionalOdd is used, the tessellation level is
clamped to [1, maxLevel - 1] and then rounded up to the nearest odd integer n. If n is one, the edge
will not be subdivided. Otherwise, the corresponding edge will be divided into n - 2 segments of
equal length, and two additional segments of equal length that are typically shorter than the other
segments. The length of the two additional segments relative to the others will decrease
monotonically with n - f, where f is the clamped floating-point tessellation level. When n - f is zero,
the additional segments will have equal length to the other segments. As n - f approaches 2.0, the
relative length of the additional segments approaches zero. The two additional segments must be
When tessellating triangles or quads using point mode with fractional odd spacing, the tessellator
may produce interior vertices that are positioned on the edge of the patch if an inner tessellation
level is less than or equal to one. Such vertices are considered distinct from vertices produced by
subdividing the outer edge of the patch, even if there are pairs of vertices with identical
coordinates.
• The output primitives generated from each input primitive are passed to subsequent pipeline
stages in an implementation-dependent order.
• All output primitives generated from a given input primitive are passed to subsequent pipeline
stages before any output primitives generated from subsequent input primitives.
If the tessellation domain has an upper-left origin, the vertices of a triangle have counter-clockwise
ordering if
a = u0 v1 - u1 v0 + u1 v2 - u2 v1 + u2 v0 - u0 v2
is negative, and clockwise ordering if a is positive. ui and vi are the u and v coordinates in
normalized parameter space of the ith vertex of the triangle. If the tessellation domain has a lower-
left origin, the vertices of a triangle have counter-clockwise ordering if a is positive, and clockwise
ordering if a is negative.
Note
The value a is proportional (with a positive factor) to the signed area of the
triangle.
In Triangles mode, even though the vertex coordinates have a w value, it does not
participate directly in the computation of a, being an affine combination of u and
v.
If the first inner tessellation level and all three outer tessellation levels are exactly one after
clamping and rounding, only a single triangle with (u,v,w) coordinates of (0,0,1), (1,0,0), and (0,1,0)
is generated. If the inner tessellation level is one and any of the outer tessellation levels is greater
than one, the inner tessellation level is treated as though it were originally specified as 1 + ε and
will result in a two- or three-segment subdivision depending on the tessellation spacing. When used
with fractional odd spacing, the three-segment subdivision may produce inner vertices positioned
on the edge of the triangle.
If any tessellation level is greater than one, tessellation begins by producing a set of concentric
inner triangles and subdividing their edges. First, the three outer edges are temporarily subdivided
using the clamped and rounded first inner tessellation level and the specified tessellation spacing,
generating n segments. For the outermost inner triangle, the inner triangle is degenerate — a single
point at the center of the triangle — if n is two. Otherwise, for each corner of the outer triangle, an
inner triangle corner is produced at the intersection of two lines extended perpendicular to the
corner’s two adjacent edges running through the vertex of the subdivided outer edge nearest that
corner. If n is three, the edges of the inner triangle are not subdivided and is the final triangle in
the set of concentric triangles. Otherwise, each edge of the inner triangle is divided into n - 2
segments, with the n - 1 vertices of this subdivision produced by intersecting the inner edge with
lines perpendicular to the edge running through the n - 1 innermost vertices of the subdivision of
the outer edge. Once the outermost inner triangle is subdivided, the previous subdivision process
repeats itself, using the generated triangle as an outer triangle. This subdivision process is
illustrated in Inner Triangle Tessellation.
(0,1,0)
(0,1,0)
In the Inner Triangle Tessellation diagram, inner tessellation levels of (a) five and (b) four are
shown (not to scale). Solid black circles depict vertices along the edges of the concentric
triangles. The edges of inner triangles are subdivided by intersecting the edge with segments
perpendicular to the edge passing through each inner vertex of the subdivided outer edge.
Dotted lines depict edges connecting corresponding vertices on the inner and outer triangle
edges.
Once all the concentric triangles are produced and their edges are subdivided, the area between
each pair of adjacent inner triangles is filled completely with a set of non-overlapping triangles. In
this subdivision, two of the three vertices of each triangle are taken from adjacent vertices on a
subdivided edge of one triangle; the third is one of the vertices on the corresponding edge of the
other triangle. If the innermost triangle is degenerate (i.e., a point), the triangle containing it is
subdivided into six triangles by connecting each of the six vertices on that triangle with the center
point. If the innermost triangle is not degenerate, that triangle is added to the set of generated
triangles as-is.
After the area corresponding to any inner triangles is filled, the tessellator generates triangles to
cover the area between the outermost triangle and the outermost inner triangle. To do this, the
temporary subdivision of the outer triangle edge above is discarded. Instead, the u = 0, v = 0, and w
= 0 edges are subdivided according to the first, second, and third outer tessellation levels,
respectively, and the tessellation spacing. The original subdivision of the first inner triangle is
retained. The area between the outer and first inner triangles is completely filled by non-
overlapping triangles as described above. If the first (and only) inner triangle is degenerate, a set of
triangles is produced by connecting each vertex on the outer triangle edges with the center point.
After all triangles are generated, each vertex in the subdivided triangle is assigned a barycentric
(u,v,w) coordinate based on its location relative to the three vertices of the outer triangle.
The algorithm used to subdivide the triangular domain in (u,v,w) space into individual triangles is
implementation-dependent. However, the set of triangles produced will completely cover the
domain, and no portion of the domain will be covered by multiple triangles.
Output triangles are generated with a topology similar to triangle lists, except that the order in
which each triangle is generated, and the order in which the vertices are generated for each
triangle, are implementation-dependent. However, the order of vertices in each triangle is
consistent across the domain as described in Tessellator Vertex Winding Order.
If both clamped inner tessellation levels and all four clamped outer tessellation levels are exactly
one, only a single triangle pair covering the outer rectangle is generated. Otherwise, if either
clamped inner tessellation level is one, that tessellation level is treated as though it were originally
specified as 1 + ε and will result in a two- or three-segment subdivision depending on the
tessellation spacing. When used with fractional odd spacing, the three-segment subdivision may
produce inner vertices positioned on the edge of the rectangle.
If any tessellation level is greater than one, tessellation begins by subdividing the u = 0 and u = 1
edges of the outer rectangle into m segments using the clamped and rounded first inner tessellation
level and the tessellation spacing. The v = 0 and v = 1 edges are subdivided into n segments using
the second inner tessellation level. Each vertex on the u = 0 and v = 0 edges are joined with the
corresponding vertex on the u = 1 and v = 1 edges to produce a set of vertical and horizontal lines
that divide the rectangle into a grid of smaller rectangles. The primitive generator emits a pair of
non-overlapping triangles covering each such rectangle not adjacent to an edge of the outer
rectangle. The boundary of the region covered by these triangles forms an inner rectangle, the
edges of which are subdivided by the grid vertices that lie on the edge. If either m or n is two, the
inner rectangle is degenerate, and one or both of the rectangle’s edges consist of a single point. This
subdivision is illustrated in Figure Inner Quad Tessellation.
(0,1) (1,1)
(0,1) (1,1)
(0,0) (1,0)
(a)
(0,0) (1,0)
(b)
Caption
In the Inner Quad Tessellation diagram, inner quad tessellation levels of (a) (4,2) and (b) (7,4)
are shown. The regions highlighted in red in figure (b) depict the 10 inner rectangles, each of
which will be subdivided into two triangles. Solid black circles depict vertices on the
boundary of the outer and inner rectangles, where the inner rectangle on the top figure is
degenerate (a single line segment). Dotted lines depict the horizontal and vertical edges
connecting corresponding vertices on the inner and outer rectangle edges.
The algorithm used to subdivide the rectangular domain in (u,v) space into individual triangles is
implementation-dependent. However, the set of triangles produced will completely cover the
domain, and no portion of the domain will be covered by multiple triangles.
Output triangles are generated with a topology similar to triangle lists, except that the order in
which each triangle is generated, and the order in which the vertices are generated for each
triangle, are implementation-dependent. However, the order of vertices in each triangle is
consistent across the domain as described in Tessellator Vertex Winding Order.
As with quad tessellation above, isoline tessellation begins with a rectangle. The u = 0 and u = 1
edges of the rectangle are subdivided according to the first outer tessellation level. For the purposes
of this subdivision, the tessellation spacing mode is ignored and treated as equal_spacing. An
isoline is drawn connecting each vertex on the u = 0 rectangle edge to the corresponding vertex on
the u = 1 rectangle edge, except that no line is drawn between (0,1) and (1,1). If the number of
isolines on the subdivided u = 0 and u = 1 edges is n, this process will result in n equally spaced
lines with constant v coordinates of 0, .
Each of the n isolines is then subdivided according to the second outer tessellation level and the
tessellation spacing, resulting in m line segments. Each segment of each line is emitted by the
tessellator. These line segments are generated with a topology similar to line lists, except that the
order in which each line is generated, and the order in which the vertices are generated for each
line segment, are implementation-dependent.
// Provided by VK_VERSION_1_0
typedef struct VkPipelineTessellationStateCreateInfo {
VkStructureType sType;
const void* pNext;
VkPipelineTessellationStateCreateFlags flags;
uint32_t patchControlPoints;
} VkPipelineTessellationStateCreateInfo;
Valid Usage
• The sType value of each struct in the pNext chain must be unique
• flags must be 0
// Provided by VK_VERSION_1_0
typedef VkFlags VkPipelineTessellationStateCreateFlags;
// Provided by VK_VERSION_1_1
typedef struct VkPipelineTessellationDomainOriginStateCreateInfo {
VkStructureType sType;
const void* pNext;
VkTessellationDomainOrigin domainOrigin;
} VkPipelineTessellationDomainOriginStateCreateInfo;
// Provided by VK_VERSION_1_1
typedef enum VkTessellationDomainOrigin {
VK_TESSELLATION_DOMAIN_ORIGIN_UPPER_LEFT = 0,
VK_TESSELLATION_DOMAIN_ORIGIN_LOWER_LEFT = 1,
} VkTessellationDomainOrigin;
This enum affects how the VertexOrderCw and VertexOrderCcw tessellation execution modes are
interpreted, since the winding is defined relative to the orientation of the domain.
The input primitive type expected by the geometry shader is specified with an OpExecutionMode
instruction in the geometry shader, and must match the incoming primitive type specified by
either the pipeline’s primitive topology if tessellation is inactive, or the tessellation mode if
tessellation is active, as follows:
• An input primitive type of InputPoints must only be used with a pipeline topology of
VK_PRIMITIVE_TOPOLOGY_POINT_LIST, or with a tessellation shader that specifies PointMode. The
input arrays always contain one element, as described by the point list topology or tessellation
in point mode.
• An input primitive type of InputLines must only be used with a pipeline topology of
VK_PRIMITIVE_TOPOLOGY_LINE_LIST or VK_PRIMITIVE_TOPOLOGY_LINE_STRIP, or with a tessellation
shader specifying IsoLines that does not specify PointMode. The input arrays always contain two
elements, as described by the line list topology or line strip topology, or by isoline tessellation.
• An input primitive type of InputLinesAdjacency must only be used when tessellation is inactive,
with a pipeline topology of VK_PRIMITIVE_TOPOLOGY_LINE_LIST_WITH_ADJACENCY or
VK_PRIMITIVE_TOPOLOGY_LINE_STRIP_WITH_ADJACENCY. The input arrays always contain four
elements, as described by the line list with adjacency topology or line strip with adjacency
topology.
• An input primitive type of Triangles must only be used with a pipeline topology of
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP, or
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_FAN; or with a tessellation shader specifying Quads or Triangles
that does not specify PointMode. The input arrays always contain three elements, as described by
the triangle list topology, triangle strip topology, or triangle fan topology, or by triangle or quad
tessellation. Vertices may be in a different absolute order to that specified by the topology, but
must adhere to the specified winding order.
The vertices output by the geometry shader are assembled into points, lines, or triangles based on
the output primitive type and the resulting primitives are then further processed as described in
Rasterization. If the number of vertices emitted by the geometry shader is not sufficient to produce
a single primitive, vertices corresponding to incomplete primitives are not processed by subsequent
pipeline stages. The number of vertices output by the geometry shader is limited to a maximum
count specified in the shader.
The maximum output vertex count is specified in the shader using an OpExecutionMode instruction
with the mode set to OutputVertices and the maximum number of vertices that will be produced by
the geometry shader specified as a literal. Each geometry shader must specify a maximum output
vertex count.
In this mode, the geometry shader will execute at least n times for each input primitive, where n is
the number of invocations specified in the OpExecutionMode instruction. The instance number is
available to each invocation as a built-in input using InvocationId.
• For instanced geometry shaders, the output primitives generated from each input primitive are
passed to subsequent pipeline stages using the invocation number to order the primitives, from
least to greatest.
• All output primitives generated from a given input primitive are passed to subsequent pipeline
stages before any output primitives generated from subsequent input primitives.
• Viewport mapping, including depth range scaling (see Controlling the Viewport).
• Front face determination for polygon primitives (see Basic Polygon Rasterization).
If neither geometry nor tessellation shading is active, the provoking vertex is determined by the
primitive topology defined by VkPipelineInputAssemblyStateCreateInfo:topology used to execute
the drawing command.
If geometry shading is active, the provoking vertex is determined by the primitive topology defined
by the OutputPoints, OutputLineStrips, or OutputTriangleStrips execution mode.
If tessellation shading is active but geometry shading is not, the provoking vertex may be any of the
vertices in each primitive.
A shader must write a single cull distance for each enabled cull half-space to elements of the
CullDistance array. If the cull distance for any enabled cull half-space is negative for all of the
vertices of the primitive under consideration, the primitive is discarded. Otherwise the primitive is
clipped against the clip volume as defined below.
A shader must write a single clip distance for each enabled clip half-space to elements of the
ClipDistance array. Clip half-space i is then given by the set of points satisfying the inequality
ci(P) ≥ 0
where ci(P) is the clip distance i at point P. For point primitives, ci(P) is simply the clip distance for
the vertex in question. For line and triangle primitives, per-vertex clip distances are interpolated
using a weighted mean, with weights derived according to the algorithms described in sections
Basic Line Segment Rasterization and Basic Polygon Rasterization, using the perspective
interpolation equations.
The number of client-defined clip and cull half-spaces that are enabled is determined by the explicit
size of the built-in arrays ClipDistance and CullDistance, respectively, declared as an output in the
interface of the entry point of the final shader stage before clipping.
0 ≤ zc ≤ wc
(see the clip volume definition above) is ignored by view volume clipping (effectively, there is no
near or far plane clipping).
If the primitive under consideration is a point or line segment, then clipping passes it unchanged if
its vertices lie entirely within the clip volume.
// Provided by VK_VERSION_1_1
typedef enum VkPointClippingBehavior {
VK_POINT_CLIPPING_BEHAVIOR_ALL_CLIP_PLANES = 0,
VK_POINT_CLIPPING_BEHAVIOR_USER_CLIP_PLANES_ONLY = 1,
} VkPointClippingBehavior;
If either of a line segment’s vertices lie outside of the clip volume, the line segment may be clipped,
with new vertex coordinates computed for each vertex that lies outside the clip volume. A clipped
line segment endpoint lies on both the original line segment and the boundary of the clip volume.
This clipping produces a value, 0 ≤ t ≤ 1, for each clipped vertex. If the coordinates of a clipped
vertex are P and the original vertices’ coordinates are P1 and P2, then t is given by
P = t P1 + (1-t) P2.
If the primitive is a polygon, it passes unchanged if every one of its edges lie entirely inside the clip
volume, and it is discarded if every one of its edges lie entirely outside the clip volume. If the edges
of the polygon intersect the boundary of the clip volume, the intersecting edges are reconnected by
new edges that lie along the boundary of the clip volume - in some cases requiring the introduction
of new vertices into a polygon.
If a polygon intersects an edge of the clip volume’s boundary, the clipped polygon must include a
point on this boundary edge.
Let the output values assigned to the two vertices P1 and P2 of an unclipped edge be c1 and c2. The
value of t (see Primitive Clipping) for a clipped point P is used to obtain the output value associated
with P as
c = t c1 + (1-t) c2.
(Multiplying an output value by a scalar means multiplying each of x, y, z, and w by the scalar.)
Since this computation is performed in clip space before division by wc, clipped output values are
Polygon clipping creates a clipped vertex along an edge of the clip volume’s boundary. This
situation is handled by noting that polygon clipping proceeds by clipping against one half-space at a
time. Output value clipping is done in the same way, so that clipped points always occur at the
intersection of polygon edges (possibly already clipped) with the clip volume’s boundary.
For vertex output attributes whose matching fragment input attributes are decorated with
NoPerspective, the value of t used to obtain the output value associated with P will be adjusted to
produce results that vary linearly in framebuffer space.
Output attributes of integer or unsigned integer type must always be flat shaded. Flat shaded
attributes are constant over the primitive being rasterized (see Basic Line Segment Rasterization
and Basic Polygon Rasterization), and no interpolation is performed. The output value c is taken
from either c1 or c2, since flat shading has already occurred and the two values are identical.
xf = (px / 2) xd + ox
zf = pz × zd + oz
// Provided by VK_VERSION_1_0
typedef struct VkPipelineViewportStateCreateInfo {
VkStructureType sType;
const void* pNext;
VkPipelineViewportStateCreateFlags flags;
uint32_t viewportCount;
const VkViewport* pViewports;
uint32_t scissorCount;
const VkRect2D* pScissors;
} VkPipelineViewportStateCreateInfo;
• scissorCount is the number of scissors and must match the number of viewports.
• pScissors is a pointer to an array of VkRect2D structures defining the rectangular bounds of the
scissor for the corresponding viewport. If the scissor state is dynamic, this member is ignored.
• If the multiple viewports feature is not enabled, viewportCount must not be greater than 1
• If the multiple viewports feature is not enabled, scissorCount must not be greater than 1
• The x and y members of offset member of any element of pScissors must be greater than
or equal to 0
• Evaluation of (offset.x + extent.width) must not cause a signed integer addition overflow
for any element of pScissors
• flags must be 0
// Provided by VK_VERSION_1_0
typedef VkFlags VkPipelineViewportStateCreateFlags;
A vertex processing stage can direct each primitive to one of several viewports. The destination
viewport for a primitive is selected by the last active vertex processing stage that has an output
variable decorated with ViewportIndex. The viewport transform uses the viewport corresponding to
the value assigned to ViewportIndex, and taken from an implementation-dependent vertex of each
primitive. If ViewportIndex is outside the range zero to viewportCount minus one for a primitive, or if
the last active vertex processing stage did not assign a value to ViewportIndex for all vertices of a
primitive due to flow control, the values resulting from the viewport transformation of the vertices
of such primitives are undefined. If the last vertex processing stage does not have an output
decorated with ViewportIndex, the viewport numbered zero is used by the viewport transformation.
A single vertex can be used in more than one individual primitive, in primitives such as
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP. In this case, the viewport transformation is applied
separately for each primitive.
// Provided by VK_VERSION_1_0
void vkCmdSetViewport(
VkCommandBuffer commandBuffer,
uint32_t firstViewport,
uint32_t viewportCount,
const VkViewport* pViewports);
• commandBuffer is the command buffer into which the command will be recorded.
• firstViewport is the index of the first viewport whose parameters are updated by the command.
• viewportCount is the number of viewports whose parameters are updated by the command.
The viewport parameters taken from element i of pViewports replace the current state for the
viewport index firstViewport + i, for i in [0, viewportCount).
Valid Usage
• The VkCommandPool that commandBuffer was allocated from must support graphics
operations
• Host access to the VkCommandPool that commandBuffer was allocated from must be externally
synchronized
Command Properties
// Provided by VK_VERSION_1_0
typedef struct VkViewport {
float x;
float y;
float width;
float height;
float minDepth;
float maxDepth;
} VkViewport;
• width and height are the viewport’s width and height, respectively.
• minDepth and maxDepth are the depth range for the viewport. It is valid for minDepth to be greater
than or equal to maxDepth.
The framebuffer depth coordinate zf may be represented using either a fixed-point or floating-point
representation. However, a floating-point representation must be used if the depth/stencil
attachment has a floating-point depth component. If an m-bit fixed-point representation is used, we
m
assume that it represents each value , where k ∈ { 0, 1, …, 2 -1 }, as k (e.g. 1.0 is represented in
binary as a string of all ones).
The viewport parameters shown in the above equations are found from these values as
ox = x + width / 2
oz = minDepth
px = width
py = height
pz = maxDepth - minDepth.
The application can specify a negative term for height, which has the effect of negating the y
coordinate in clip space before performing the transform. When using a negative height, the
application should also adjust the y value to point to the lower left corner of the viewport instead of
the upper left corner. Using the negative height allows the application to avoid having to negate the
y component of the Position output from the last vertex processing stage in shaders that also target
other graphics APIs.
The width and height of the implementation-dependent maximum viewport dimensions must be
greater than or equal to the width and height of the largest image which can be created and
attached to a framebuffer.
Valid Usage
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.
// 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;
• 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.
• depthBiasConstantFactor is a scalar factor controlling the constant depth value added to each
fragment.
Valid Usage
• flags must be 0
// Provided by VK_VERSION_1_0
typedef VkFlags VkPipelineRasterizationStateCreateFlags;
• 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.
Valid Usage
• If the sample rate shading feature is not enabled, sampleShadingEnable must be VK_FALSE
• flags must be 0
// Provided by VK_VERSION_1_0
typedef VkFlags VkPipelineMultisampleStateCreateFlags;
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.
If the subpass for which this pipeline is being created does not use color or depth/stencil
attachments, rasterizationSamples must follow the rules for a zero-attachment subpass.
Each operation is atomically executed for each primitive and sample location.
Execution of these operations for each primitive in a subpass occurs in primitive order.
24.3. 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. An implementation may choose to
assign the same associated data to more than one sample. The location for evaluating such
associated data may be anywhere within the fragment area including the fragment’s center
location (xf,yf) or any of the sample locations. When rasterizationSamples is VK_SAMPLE_COUNT_1_BIT,
the fragment’s center location must be used. The different associated data values need not all be
evaluated at the same location.
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
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.
VK_SAMPLE_COUNT_2_BIT (0.75,0.75)
(0.25,0.25) 1
• If the interface of the fragment shader entry point of the graphics pipeline includes an input
variable decorated with SampleId or SamplePosition. In this case minSampleShadingFactor takes the
value 1.0.
24.5. 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 that controls the width/height of that
square. The point size is taken from the (potentially clipped) shader built-in PointSize written by:
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 size 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.
Point rasterization produces a fragment for each fragment area group of framebuffer pixels with
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.
// Provided by VK_VERSION_1_0
void vkCmdSetLineWidth(
VkCommandBuffer commandBuffer,
float lineWidth);
• commandBuffer is the command buffer into which the command will be recorded.
Valid Usage
• The VkCommandPool that commandBuffer was allocated from must support graphics
operations
• Host access to the VkCommandPool that commandBuffer was allocated from must be externally
synchronized
Command Properties
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 size 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.
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.)
The value of an associated datum f for the fragment, whether it be a shader output or the clip w
coordinate, must be determined using perspective interpolation:
z = (1 - t) za + t zb
where za and zb are the depth values of the starting and ending endpoints of the segment,
respectively.
The NoPerspective and Flat interpolation decorations can be used with fragment shader inputs to
declare how they are interpolated. When neither decoration is applied, perspective interpolation is
performed as described above. When the NoPerspective decoration is used, linear interpolation is
performed in the same fashion as for depth values, as described above. When the Flat decoration is
used, no interpolation is performed, and outputs are taken from the corresponding input value of
the provoking vertex corresponding to that primitive.
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.
Line Edge 3
Width
(Xb,Yb,Zb)
Edge 0
l
na
igi
Or e
Lin
Edge 1
(Xa,Ya,Za)
Edge 2
Only when strictLines is VK_FALSE implementations may deviate from the non-strict line algorithm
• 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.
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),
2
respectively. Obtain the perturbed endpoints pa' given by (xa, ya) - (ε, ε ) and pb' given by (xb, yb) - (ε,
2
ε ). 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
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 no 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 were 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).
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).
24.7. 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.
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.
// Provided by VK_VERSION_1_0
typedef enum VkFrontFace {
VK_FRONT_FACE_COUNTER_CLOCKWISE = 0,
VK_FRONT_FACE_CLOCKWISE = 1,
} VkFrontFace;
Once the orientation of triangles is determined, they are culled according to the
VkPipelineRasterizationStateCreateInfo::cullMode property of the currently active pipeline. Possible
values are:
Following culling, fragments are produced for any triangles which have not been discarded.
// Provided by VK_VERSION_1_0
typedef VkFlags VkCullModeFlags;
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.
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 - this must be the location of
the fragment center or the location of a sample. When rasterizationSamples is
VK_SAMPLE_COUNT_1_BIT, the fragment center must be used.
z = a z a + b zb + c z c
where za, zb, and zc are the depth values of pa, pb, and pc, respectively.
The NoPerspective and Flat interpolation decorations can be used with fragment shader inputs to
declare how they are interpolated. When neither decoration is applied, perspective interpolation is
performed as described above. When the NoPerspective decoration is used, linear interpolation is
performed in the same fashion as for depth values, as described above. When the Flat decoration is
used, no interpolation is performed, and outputs are taken from the corresponding input value of
the provoking vertex corresponding to that primitive.
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
equation [triangle_perspective_interpolation] are iterated independently and a
division performed for each fragment).
• 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 depth values of all fragments generated by the rasterization of a polygon can be offset by a
single value that is computed for that polygon. This behavior is controlled by the depthBiasEnable,
depthBiasConstantFactor, depthBiasClamp, and depthBiasSlopeFactor members of
VkPipelineRasterizationStateCreateInfo, or by the corresponding parameters to the
vkCmdSetDepthBias command if depth bias state is dynamic.
// 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.
If depthBiasEnable is VK_FALSE, no depth bias is applied and the fragment’s depth values are
unchanged.
depthBiasSlopeFactor scales the maximum depth slope of the polygon, and depthBiasConstantFactor
scales an implementation-dependent constant that relates to the usable resolution of the depth
buffer. The resulting values are summed to produce the depth bias 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.
For fixed-point depth buffer representations, r is constant throughout the range of the entire depth
buffer. For floating-point depth buffers, 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
e-n
r=2
For fixed-point depth buffers, fragment depth values are always limited to the range [0,1] by
clamping after depth bias addition is performed. Fragment depth values are clamped even when
the depth buffer uses a floating-point representation.
Valid Usage
• If the depth bias clamping feature is not enabled, depthBiasClamp must be 0.0
• The VkCommandPool that commandBuffer was allocated from must support graphics
operations
Host Synchronization
• Host access to the VkCommandPool that commandBuffer was allocated from must be externally
synchronized
Command Properties
The following fragment operations adhere to rasterization order, and are typically performed in
this order:
1. Scissor test
3. Fragment shading
4. Multisample coverage
6. Stencil test
7. Depth test
8. Sample counting
9. Coverage reduction
The coverage mask generated by rasterization describes the initial coverage of each sample covered
by the fragment. Fragment operations will update the coverage mask to add or subtract coverage
where appropriate. If a fragment operation results in all bits of the coverage mask being 0, the
fragment is discarded, and no further operations are performed. Fragments can also be
programmatically discarded in a fragment shader by executing OpKill.
If early per-fragment operations are enabled, fragment shading and multisample coverage
operations are instead performed after sample counting.
Once all fragment operations have completed, fragment shader outputs for covered color
attachment samples pass through framebuffer operations.
Each scissor rectangle is defined by a VkRect2D. These values are either set by the
VkPipelineViewportStateCreateInfo structure during pipeline creation, or dynamically by the
vkCmdSetScissor command.
• commandBuffer is the command buffer into which the command will be recorded.
• firstScissor is the index of the first scissor whose state is updated by the command.
• scissorCount is the number of scissors whose rectangles are updated by the command.
The scissor rectangles taken from element i of pScissors replace the current state for the scissor
index firstScissor + i, for i in [0, scissorCount).
This command sets the state for a given draw when the graphics pipeline is created with
VK_DYNAMIC_STATE_SCISSOR set in VkPipelineDynamicStateCreateInfo::pDynamicStates.
Valid Usage
• The x and y members of offset member of any element of pScissors must be greater than
or equal to 0
• Evaluation of (offset.x + extent.width) must not cause a signed integer addition overflow
for any element of pScissors
• The VkCommandPool that commandBuffer was allocated from must support graphics
operations
• Host access to the VkCommandPool that commandBuffer was allocated from must be externally
synchronized
Command Properties
Each bit of the coverage mask is associated with a sample index as described in the rasterization
chapter. If the bit in VkPipelineMultisampleStateCreateInfo::pSampleMask which is associated with
that same sample index is set to 0, the coverage mask bit is set to 0.
Next, the fragment alpha value and coverage mask are modified based on the
alphaToCoverageEnable and alphaToOneEnable members of the VkPipelineMultisampleStateCreateInfo
structure.
All alpha values in this section refer only to the alpha component of the fragment shader output
that has a Location and Index decoration of zero (see the Fragment Output Interface section). If that
shader output has an integer or unsigned integer type, then these operations are skipped.
No specific algorithm is specified for converting the alpha value to a temporary coverage mask. It is
intended that the number of 1’s in this value be proportional to the alpha value (clamped to [0,1]),
with all 1’s corresponding to a value of 1.0 and all 0’s corresponding to 0.0. The algorithm may be
Note
Next, if alphaToOneEnable is enabled, each alpha value is replaced by the maximum representable
alpha value for fixed-point color buffers, or by 1.0 for floating-point buffers. Otherwise, the alpha
values are not changed.
// Provided by VK_VERSION_1_0
typedef struct VkPipelineDepthStencilStateCreateInfo {
VkStructureType sType;
const void* pNext;
VkPipelineDepthStencilStateCreateFlags flags;
VkBool32 depthTestEnable;
VkBool32 depthWriteEnable;
VkCompareOp depthCompareOp;
VkBool32 depthBoundsTestEnable;
VkBool32 stencilTestEnable;
VkStencilOpState front;
VkStencilOpState back;
float minDepthBounds;
float maxDepthBounds;
} VkPipelineDepthStencilStateCreateInfo;
• depthWriteEnable controls whether depth writes are enabled when depthTestEnable is VK_TRUE.
Depth writes are always disabled when depthTestEnable is VK_FALSE.
• minDepthBounds is the minimum depth bound used in the depth bounds test.
Valid Usage
• If the depth bounds testing feature is not enabled, depthBoundsTestEnable must be VK_FALSE
• flags must be 0
// Provided by VK_VERSION_1_0
typedef VkFlags VkPipelineDepthStencilStateCreateFlags;
The depth bounds are determined by two floating point values defining a minimum (
minDepthBounds) and maximum (maxDepthBounds) depth value. These values are either set by the
VkPipelineDepthStencilStateCreateInfo structure during pipeline creation, or dynamically by
vkCmdSetDepthBounds.
A given sample is considered within the depth bounds if za is in the range [minDepthBounds
,maxDepthBounds]. Samples with depth attachment values outside of the depth bounds will have their
coverage set to 0.
If the depth bounds test is disabled, or if there is no depth attachment, the coverage mask is
unmodified by this operation.
• commandBuffer is the command buffer into which the command will be recorded.
This command sets the state for a given draw when the graphics pipeline is created with
VK_DYNAMIC_STATE_DEPTH_BOUNDS set in VkPipelineDynamicStateCreateInfo::pDynamicStates.
Valid Usage
• The VkCommandPool that commandBuffer was allocated from must support graphics
operations
Host Synchronization
• Host access to the VkCommandPool that commandBuffer was allocated from must be externally
synchronized
Command Properties
The stencil test is controlled by one of two sets of stencil-related state, the front stencil state and the
back stencil state. Stencil tests and writes use the back stencil state when processing fragments
generated by back-facing polygons, and the front stencil state when processing fragments
generated by front-facing polygons or any other primitives.
The comparison performed is based on the VkCompareOp, compare mask sc , and stencil reference
value sr of the relevant state set. The compare mask and stencil reference value are set by either the
VkPipelineDepthStencilStateCreateInfo structure during pipeline creation, or by the
vkCmdSetStencilCompareMask and vkCmdSetStencilReference commands respectively. The
compare operation is set by VkStencilOpState::compareOp during pipeline creation.
The stencil reference and attachment values sr and sa are each independently combined with the
compare mask sc using a logical AND operation to create masked reference and attachment values s'r
and s'a. s'r and s'a are used as A and B, respectively, in the operation specified by VkCompareOp.
If the comparison evaluates to false, the coverage for the sample is set to 0.
The stencil attachment value sa is then updated with the generated stencil value sg according to the
write mask sw defined by VkPipelineDepthStencilStateCreateInfo::writeMask as:
• failOp is a VkStencilOp value specifying the action performed on samples that fail the stencil
test.
• passOp is a VkStencilOp value specifying the action performed on samples that pass both the
depth and stencil tests.
• depthFailOp is a VkStencilOp value specifying the action performed on samples that pass the
stencil test and fail the depth test.
• compareOp is a VkCompareOp value specifying the comparison operator used in the stencil test.
• compareMask selects the bits of the unsigned integer stencil values participating in the stencil test.
• writeMask selects the bits of the unsigned integer stencil values updated by the stencil test in the
stencil framebuffer attachment.
• reference is an integer reference value that is used in the unsigned stencil comparison.
// Provided by VK_VERSION_1_0
void vkCmdSetStencilCompareMask(
VkCommandBuffer commandBuffer,
VkStencilFaceFlags faceMask,
uint32_t compareMask);
• commandBuffer is the command buffer into which the command will be recorded.
• faceMask is a bitmask of VkStencilFaceFlagBits specifying the set of stencil state for which to
update the compare mask.
This command sets the state for a given draw when the graphics pipeline is created with
VK_DYNAMIC_STATE_STENCIL_COMPARE_MASK set in VkPipelineDynamicStateCreateInfo::pDynamicStates.
• The VkCommandPool that commandBuffer was allocated from must support graphics
operations
Host Synchronization
• Host access to the VkCommandPool that commandBuffer was allocated from must be externally
synchronized
Command Properties
// Provided by VK_VERSION_1_0
typedef enum VkStencilFaceFlagBits {
VK_STENCIL_FACE_FRONT_BIT = 0x00000001,
VK_STENCIL_FACE_BACK_BIT = 0x00000002,
VK_STENCIL_FACE_FRONT_AND_BACK = 0x00000003,
VK_STENCIL_FRONT_AND_BACK = VK_STENCIL_FACE_FRONT_AND_BACK,
} VkStencilFaceFlagBits;
• VK_STENCIL_FACE_FRONT_BIT specifies that only the front set of stencil state is updated.
• VK_STENCIL_FACE_BACK_BIT specifies that only the back set of stencil state is updated.
// Provided by VK_VERSION_1_0
void vkCmdSetStencilWriteMask(
VkCommandBuffer commandBuffer,
VkStencilFaceFlags faceMask,
uint32_t writeMask);
• commandBuffer is the command buffer into which the command will be recorded.
• faceMask is a bitmask of VkStencilFaceFlagBits specifying the set of stencil state for which to
update the write mask, as described above for vkCmdSetStencilCompareMask.
This command sets the state for a given draw when the graphics pipeline is created with
VK_DYNAMIC_STATE_STENCIL_WRITE_MASK set in VkPipelineDynamicStateCreateInfo::pDynamicStates.
• The VkCommandPool that commandBuffer was allocated from must support graphics
operations
Host Synchronization
• Host access to the VkCommandPool that commandBuffer was allocated from must be externally
synchronized
// Provided by VK_VERSION_1_0
void vkCmdSetStencilReference(
VkCommandBuffer commandBuffer,
VkStencilFaceFlags faceMask,
uint32_t reference);
• commandBuffer is the command buffer into which the command will be recorded.
• faceMask is a bitmask of VkStencilFaceFlagBits specifying the set of stencil state for which to
update the reference value, as described above for vkCmdSetStencilCompareMask.
This command sets the state for a given draw when the graphics pipeline is created with
VK_DYNAMIC_STATE_STENCIL_REFERENCE set in VkPipelineDynamicStateCreateInfo::pDynamicStates.
• The VkCommandPool that commandBuffer was allocated from must support graphics
operations
Host Synchronization
• Host access to the VkCommandPool that commandBuffer was allocated from must be externally
synchronized
// Provided by VK_VERSION_1_0
typedef enum VkCompareOp {
VK_COMPARE_OP_NEVER = 0,
VK_COMPARE_OP_LESS = 1,
VK_COMPARE_OP_EQUAL = 2,
VK_COMPARE_OP_LESS_OR_EQUAL = 3,
VK_COMPARE_OP_GREATER = 4,
VK_COMPARE_OP_NOT_EQUAL = 5,
VK_COMPARE_OP_GREATER_OR_EQUAL = 6,
VK_COMPARE_OP_ALWAYS = 7,
} VkCompareOp;
Possible values of the failOp, passOp, and depthFailOp members of VkStencilOpState, specifying what
happens to the stored stencil value if this or certain subsequent tests fail or pass, are:
For purposes of increment and decrement, the stencil bits are considered as an unsigned integer.
If the comparison evaluates to false, the coverage for the sample is set to 0.
The occlusion query sample counter increments by one for each sample with a coverage value of 1
in each fragment that survives all the per-fragment tests, including scissor, sample mask, alpha to
coverage, stencil, and depth tests.
Coverage for each pixel is first extracted from the total fragment coverage mask. This consists of
rasterizationSamples unique coverage samples for each pixel in the fragment area, each with a
unique sample index. If the fragment only contains a single pixel, coverage for the pixel is
equivalent to the fragment coverage.
Once pixel coverage is determined, coverage for each individual color sample corresponding to that
pixel is determined.
Source and destination values are combined according to the blend operation, quadruplets of
source and destination weighting factors determined by the blend factors, and a blend constant, to
obtain a new set of R, G, B, and A values, as described below.
Blending is computed and applied separately to each color attachment used by the subpass, with
separate controls for each attachment.
Prior to performing the blend operation, signed and unsigned normalized fixed-point color
components undergo an implied conversion to floating-point as specified by Conversion from
Normalized Fixed-Point to Floating-Point. Blending computations are treated as if carried out in
floating-point, and basic blend operations are performed with a precision and dynamic range no
lower than that used to represent destination components.
Note
Blending is only defined for floating-point, UNORM, SNORM, and sRGB formats.
Within those formats, the implementation may only support blending on some
subset of them. Which formats support blending is indicated by
VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BLEND_BIT.
// Provided by VK_VERSION_1_0
typedef struct VkPipelineColorBlendStateCreateInfo {
VkStructureType sType;
const void* pNext;
VkPipelineColorBlendStateCreateFlags flags;
VkBool32 logicOpEnable;
VkLogicOp logicOp;
uint32_t attachmentCount;
const VkPipelineColorBlendAttachmentState* pAttachments;
float blendConstants[4];
} VkPipelineColorBlendStateCreateInfo;
Valid Usage
• If the independent blending feature is not enabled, all elements of pAttachments must be
identical
• flags must be 0
// Provided by VK_VERSION_1_0
typedef VkFlags VkPipelineColorBlendStateCreateFlags;
• blendEnable controls whether blending is enabled for the corresponding color attachment. If
blending is not enabled, the source fragment’s color for that attachment is passed through
unmodified.
• srcColorBlendFactor selects which blend factor is used to determine the source factors (Sr,Sg,Sb).
• dstColorBlendFactor selects which blend factor is used to determine the destination factors (Dr
,Dg,Db).
• colorBlendOp selects which blend operation is used to calculate the RGB values to write to the
color attachment.
• srcAlphaBlendFactor selects which blend factor is used to determine the source factor Sa.
• dstAlphaBlendFactor selects which blend factor is used to determine the destination factor Da.
• alphaBlendOp selects which blend operation is use to calculate the alpha values to write to the
color attachment.
Valid Usage
• If the dual source blending feature is not enabled, srcColorBlendFactor must not be
VK_BLEND_FACTOR_SRC1_COLOR, VK_BLEND_FACTOR_ONE_MINUS_SRC1_COLOR,
VK_BLEND_FACTOR_SRC1_ALPHA, or VK_BLEND_FACTOR_ONE_MINUS_SRC1_ALPHA
• If the dual source blending feature is not enabled, dstColorBlendFactor must not be
VK_BLEND_FACTOR_SRC1_COLOR, VK_BLEND_FACTOR_ONE_MINUS_SRC1_COLOR,
VK_BLEND_FACTOR_SRC1_ALPHA, or VK_BLEND_FACTOR_ONE_MINUS_SRC1_ALPHA
• If the dual source blending feature is not enabled, srcAlphaBlendFactor must not be
VK_BLEND_FACTOR_SRC1_COLOR, VK_BLEND_FACTOR_ONE_MINUS_SRC1_COLOR,
VK_BLEND_FACTOR_SRC1_ALPHA, or VK_BLEND_FACTOR_ONE_MINUS_SRC1_ALPHA
• If the dual source blending feature is not enabled, dstAlphaBlendFactor must not be
VK_BLEND_FACTOR_SRC1_COLOR, VK_BLEND_FACTOR_ONE_MINUS_SRC1_COLOR,
VK_BLEND_FACTOR_SRC1_ALPHA, or VK_BLEND_FACTOR_ONE_MINUS_SRC1_ALPHA
The source and destination color and alpha blending factors are selected from the enum:
// Provided by VK_VERSION_1_0
typedef enum VkBlendFactor {
VK_BLEND_FACTOR_ZERO = 0,
VK_BLEND_FACTOR_ONE = 1,
VK_BLEND_FACTOR_SRC_COLOR = 2,
VK_BLEND_FACTOR_ONE_MINUS_SRC_COLOR = 3,
VK_BLEND_FACTOR_DST_COLOR = 4,
VK_BLEND_FACTOR_ONE_MINUS_DST_COLOR = 5,
VK_BLEND_FACTOR_SRC_ALPHA = 6,
VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA = 7,
VK_BLEND_FACTOR_DST_ALPHA = 8,
VK_BLEND_FACTOR_ONE_MINUS_DST_ALPHA = 9,
VK_BLEND_FACTOR_CONSTANT_COLOR = 10,
VK_BLEND_FACTOR_ONE_MINUS_CONSTANT_COLOR = 11,
VK_BLEND_FACTOR_CONSTANT_ALPHA = 12,
VK_BLEND_FACTOR_ONE_MINUS_CONSTANT_ALPHA = 13,
VK_BLEND_FACTOR_SRC_ALPHA_SATURATE = 14,
VK_BLEND_FACTOR_SRC1_COLOR = 15,
VK_BLEND_FACTOR_ONE_MINUS_SRC1_COLOR = 16,
VK_BLEND_FACTOR_SRC1_ALPHA = 17,
VK_BLEND_FACTOR_ONE_MINUS_SRC1_ALPHA = 18,
} VkBlendFactor;
• Rs0,Gs0,Bs0 and As0 represent the first source color R, G, B, and A components, respectively, for the
fragment output location corresponding to the color attachment being blended.
• Rs1,Gs1,Bs1 and As1 represent the second source color R, G, B, and A components, respectively,
used in dual source blending modes, for the fragment output location corresponding to the
color attachment being blended.
• Rd,Gd,Bd and Ad represent the R, G, B, and A components of the destination color. That is, the
color currently in the corresponding color attachment for this fragment/sample.
If the pipeline state object is created without the VK_DYNAMIC_STATE_BLEND_CONSTANTS dynamic state
enabled then the blend constant (Rc,Gc,Bc,Ac) is specified via the blendConstants member of
VkPipelineColorBlendStateCreateInfo.
• commandBuffer is the command buffer into which the command will be recorded.
• The VkCommandPool that commandBuffer was allocated from must support graphics
operations
Host Synchronization
• Host access to the VkCommandPool that commandBuffer was allocated from must be externally
synchronized
Command Properties
Blend factors that use the secondary color input (Rs1,Gs1,Bs1,As1) (VK_BLEND_FACTOR_SRC1_COLOR,
VK_BLEND_FACTOR_ONE_MINUS_SRC1_COLOR, VK_BLEND_FACTOR_SRC1_ALPHA, and
VK_BLEND_FACTOR_ONE_MINUS_SRC1_ALPHA) may consume implementation resources that could
otherwise be used for rendering to multiple color attachments. Therefore, the number of color
attachments that can be used in a framebuffer may be lower when using dual-source blending.
The maximum number of color attachments that can be used in a subpass when using dual-source
blending functions is implementation-dependent and is reported as the
maxFragmentDualSrcAttachments member of VkPhysicalDeviceLimits.
Once the source and destination blend factors have been selected, they along with the source and
destination components are passed to the blending operations. RGB and alpha components can use
different operations. Possible values of VkBlendOp, specifying the operations, are:
// Provided by VK_VERSION_1_0
typedef enum VkBlendOp {
VK_BLEND_OP_ADD = 0,
VK_BLEND_OP_SUBTRACT = 1,
VK_BLEND_OP_REVERSE_SUBTRACT = 2,
VK_BLEND_OP_MIN = 3,
VK_BLEND_OP_MAX = 4,
} VkBlendOp;
• Rs0, Gs0, Bs0 and As0 represent the first source color R, G, B, and A components, respectively.
• Rd, Gd, Bd and Ad represent the R, G, B, and A components of the destination color. That is, the
color currently in the corresponding color attachment for this fragment/sample.
• Sr, Sg, Sb and Sa represent the source blend factor R, G, B, and A components, respectively.
• Dr, Dg, Db and Da represent the destination blend factor R, G, B, and A components, respectively.
The blending operation produces a new set of values R, G, B and A, which are written to the
framebuffer attachment. If blending is not enabled for this attachment, then R, G, B and A are
assigned Rs0, Gs0, Bs0 and As0, respectively.
If the color attachment is fixed-point, the components of the source and destination values and
blend factors are each clamped to [0,1] or [-1,1] respectively for an unsigned normalized or signed
normalized color attachment prior to evaluating the blend operations. If the color attachment is
floating-point, no clamping occurs.
If the numeric format of a framebuffer attachment uses sRGB encoding, the R, G, and B destination
color values (after conversion from fixed-point to floating-point) are considered to be encoded for
the sRGB color space and hence are linearized prior to their use in blending. Each R, G, and B
component is converted from nonlinear to linear as described in the “sRGB EOTF” section of the
Khronos Data Format Specification. If the format is not sRGB, no linearization is performed.
If the numeric format of a framebuffer attachment uses sRGB encoding, then the final R, G and B
values are converted into the nonlinear sRGB representation before being written to the
-1
framebuffer attachment as described in the “sRGB EOTF ” section of the Khronos Data Format
If the framebuffer color attachment numeric format is not sRGB encoded then the resulting cs
values for R, G and B are unmodified. The value of A is never sRGB encoded. That is, the alpha
component is always stored in memory as linear.
If the framebuffer color attachment is VK_ATTACHMENT_UNUSED, no writes are performed through that
attachment. Framebuffer color attachments greater than or equal to VkSubpassDescription
::colorAttachmentCount perform no writes.
// Provided by VK_VERSION_1_0
typedef enum VkLogicOp {
VK_LOGIC_OP_CLEAR = 0,
VK_LOGIC_OP_AND = 1,
VK_LOGIC_OP_AND_REVERSE = 2,
VK_LOGIC_OP_COPY = 3,
VK_LOGIC_OP_AND_INVERTED = 4,
VK_LOGIC_OP_NO_OP = 5,
VK_LOGIC_OP_XOR = 6,
VK_LOGIC_OP_OR = 7,
VK_LOGIC_OP_NOR = 8,
VK_LOGIC_OP_EQUIVALENT = 9,
VK_LOGIC_OP_INVERT = 10,
VK_LOGIC_OP_OR_REVERSE = 11,
VK_LOGIC_OP_COPY_INVERTED = 12,
VK_LOGIC_OP_OR_INVERTED = 13,
VK_LOGIC_OP_NAND = 14,
VK_LOGIC_OP_SET = 15,
} VkLogicOp;
• ¬ is bitwise invert,
• ∧ is bitwise and,
• ∨ is bitwise or,
• s is the fragment’s Rs0, Gs0, Bs0 or As0 component value for the fragment output corresponding to
the color attachment being updated, and
Mode Operation
VK_LOGIC_OP_CLEAR 0
VK_LOGIC_OP_AND s∧d
VK_LOGIC_OP_AND_REVERSE s∧¬d
VK_LOGIC_OP_COPY s
VK_LOGIC_OP_AND_INVERTED ¬s∧d
VK_LOGIC_OP_NO_OP d
VK_LOGIC_OP_XOR s⊕d
VK_LOGIC_OP_OR s∨d
VK_LOGIC_OP_NOR ¬ (s ∨ d)
VK_LOGIC_OP_EQUIVALENT ¬ (s ⊕ d)
VK_LOGIC_OP_INVERT ¬d
VK_LOGIC_OP_OR_REVERSE s∨¬d
VK_LOGIC_OP_COPY_INVERTED ¬s
VK_LOGIC_OP_OR_INVERTED ¬s∨d
VK_LOGIC_OP_NAND ¬ (s ∧ d)
VK_LOGIC_OP_SET all 1s
The result of the logical operation is then written to the color attachment as controlled by the
component write mask, described in Blend Operations.
• VK_COLOR_COMPONENT_R_BIT specifies that the R value is written to the color attachment for the
appropriate sample. Otherwise, the value in memory is unmodified.
• VK_COLOR_COMPONENT_G_BIT specifies that the G value is written to the color attachment for the
appropriate sample. Otherwise, the value in memory is unmodified.
• VK_COLOR_COMPONENT_B_BIT specifies that the B value is written to the color attachment for the
appropriate sample. Otherwise, the value in memory is unmodified.
• VK_COLOR_COMPONENT_A_BIT specifies that the A value is written to the color attachment for the
appropriate sample. Otherwise, the value in memory is unmodified.
The color write mask operation is applied regardless of whether blending is enabled.
// Provided by VK_VERSION_1_0
typedef VkFlags VkColorComponentFlags;
// Provided by VK_VERSION_1_0
void vkCmdDispatch(
VkCommandBuffer commandBuffer,
uint32_t groupCountX,
uint32_t groupCountY,
uint32_t groupCountZ);
• commandBuffer is the command buffer into which the command will be recorded.
• For each set n that is statically used by the VkPipeline bound to the pipeline bind point
used by this command, a descriptor set must have been bound to n at the same pipeline
bind point, with a VkPipelineLayout that is compatible for set n, with the VkPipelineLayout
used to create the current VkPipeline, as described in Pipeline Layout Compatibility
• For each push constant that is statically used by the VkPipeline bound to the pipeline bind
point used by this command, a push constant value must have been set for the same
pipeline bind point, with a VkPipelineLayout that is compatible for push constants, with
the VkPipelineLayout used to create the current VkPipeline, as described in Pipeline Layout
Compatibility
• A valid pipeline must be bound to the pipeline bind point used by this command
• If the VkPipeline object bound to the pipeline bind point used by this command requires
any dynamic state, that state must have been set for commandBuffer, and done so after any
previously bound pipeline with the corresponding state not specified as dynamic
• There must not have been any calls to dynamic state setting commands for any state not
specified as dynamic in the VkPipeline object bound to the pipeline bind point used by this
command, since that pipeline was bound
• If the VkPipeline object bound to the pipeline bind point used by this command accesses a
VkSampler object that uses unnormalized coordinates, that sampler must not be used to
sample from any VkImage with a VkImageView of the type VK_IMAGE_VIEW_TYPE_3D,
VK_IMAGE_VIEW_TYPE_CUBE, VK_IMAGE_VIEW_TYPE_1D_ARRAY, VK_IMAGE_VIEW_TYPE_2D_ARRAY or
VK_IMAGE_VIEW_TYPE_CUBE_ARRAY, in any shader stage
• If the VkPipeline object bound to the pipeline bind point used by this command accesses a
VkSampler object that uses unnormalized coordinates, that sampler must not be used with
any of the SPIR-V OpImageSample* or OpImageSparseSample* instructions with ImplicitLod,
Dref or Proj in their name, in any shader stage
• If the VkPipeline object bound to the pipeline bind point used by this command accesses a
VkSampler object that uses unnormalized coordinates, that sampler must not be used with
any of the SPIR-V OpImageSample* or OpImageSparseSample* instructions that includes a LOD
bias or any offset values, in any shader stage
• If the robust buffer access feature is not enabled, and if the VkPipeline object bound to the
pipeline bind point used by this command accesses a uniform buffer, it must not access
values outside of the range of the buffer as specified in the descriptor set bound to the
same pipeline bind point
• If a VkImageView is accessed using OpImageWrite as a result of this command, then the Type
of the Texel operand of that instruction must have at least as many components as the
image view’s format.
• The VkCommandPool that commandBuffer was allocated from must support compute
operations
Host Synchronization
• Host access to the VkCommandPool that commandBuffer was allocated from must be externally
synchronized
// Provided by VK_VERSION_1_0
void vkCmdDispatchIndirect(
VkCommandBuffer commandBuffer,
VkBuffer buffer,
VkDeviceSize offset);
• commandBuffer is the command buffer into which the command will be recorded.
vkCmdDispatchIndirect behaves similarly to vkCmdDispatch except that the parameters are read by
the device from a buffer during execution. The parameters of the dispatch are encoded in a
VkDispatchIndirectCommand structure taken from buffer starting at offset.
• For each set n that is statically used by the VkPipeline bound to the pipeline bind point
used by this command, a descriptor set must have been bound to n at the same pipeline
bind point, with a VkPipelineLayout that is compatible for set n, with the VkPipelineLayout
used to create the current VkPipeline, as described in Pipeline Layout Compatibility
• For each push constant that is statically used by the VkPipeline bound to the pipeline bind
point used by this command, a push constant value must have been set for the same
pipeline bind point, with a VkPipelineLayout that is compatible for push constants, with
the VkPipelineLayout used to create the current VkPipeline, as described in Pipeline Layout
Compatibility
• A valid pipeline must be bound to the pipeline bind point used by this command
• If the VkPipeline object bound to the pipeline bind point used by this command requires
any dynamic state, that state must have been set for commandBuffer, and done so after any
previously bound pipeline with the corresponding state not specified as dynamic
• There must not have been any calls to dynamic state setting commands for any state not
specified as dynamic in the VkPipeline object bound to the pipeline bind point used by this
command, since that pipeline was bound
• If the VkPipeline object bound to the pipeline bind point used by this command accesses a
VkSampler object that uses unnormalized coordinates, that sampler must not be used to
sample from any VkImage with a VkImageView of the type VK_IMAGE_VIEW_TYPE_3D,
VK_IMAGE_VIEW_TYPE_CUBE, VK_IMAGE_VIEW_TYPE_1D_ARRAY, VK_IMAGE_VIEW_TYPE_2D_ARRAY or
VK_IMAGE_VIEW_TYPE_CUBE_ARRAY, in any shader stage
• If the VkPipeline object bound to the pipeline bind point used by this command accesses a
VkSampler object that uses unnormalized coordinates, that sampler must not be used with
any of the SPIR-V OpImageSample* or OpImageSparseSample* instructions with ImplicitLod,
Dref or Proj in their name, in any shader stage
• If the VkPipeline object bound to the pipeline bind point used by this command accesses a
VkSampler object that uses unnormalized coordinates, that sampler must not be used with
any of the SPIR-V OpImageSample* or OpImageSparseSample* instructions that includes a LOD
bias or any offset values, in any shader stage
• If the robust buffer access feature is not enabled, and if the VkPipeline object bound to the
pipeline bind point used by this command accesses a uniform buffer, it must not access
values outside of the range of the buffer as specified in the descriptor set bound to the
same pipeline bind point
• If a VkImageView is accessed using OpImageWrite as a result of this command, then the Type
of the Texel operand of that instruction must have at least as many components as the
image view’s format.
• buffer must have been created with the VK_BUFFER_USAGE_INDIRECT_BUFFER_BIT bit set
• The sum of offset and the size of VkDispatchIndirectCommand must be less than or equal to
the size of buffer
• The VkCommandPool that commandBuffer was allocated from must support compute
operations
• Both of buffer, and commandBuffer must have been created, allocated, or retrieved from
the same VkDevice
Host Synchronization
• Host access to the VkCommandPool that commandBuffer was allocated from must be externally
synchronized
// Provided by VK_VERSION_1_0
typedef struct VkDispatchIndirectCommand {
uint32_t x;
uint32_t y;
uint32_t z;
} VkDispatchIndirectCommand;
Valid Usage
To record a dispatch using non-zero base values for the components of WorkgroupId, call:
// Provided by VK_VERSION_1_1
void vkCmdDispatchBase(
VkCommandBuffer commandBuffer,
uint32_t baseGroupX,
uint32_t baseGroupY,
uint32_t baseGroupZ,
uint32_t groupCountX,
uint32_t groupCountY,
uint32_t groupCountZ);
• commandBuffer is the command buffer into which the command will be recorded.
• For each set n that is statically used by the VkPipeline bound to the pipeline bind point
used by this command, a descriptor set must have been bound to n at the same pipeline
bind point, with a VkPipelineLayout that is compatible for set n, with the VkPipelineLayout
used to create the current VkPipeline, as described in Pipeline Layout Compatibility
• For each push constant that is statically used by the VkPipeline bound to the pipeline bind
point used by this command, a push constant value must have been set for the same
pipeline bind point, with a VkPipelineLayout that is compatible for push constants, with
the VkPipelineLayout used to create the current VkPipeline, as described in Pipeline Layout
Compatibility
• A valid pipeline must be bound to the pipeline bind point used by this command
• If the VkPipeline object bound to the pipeline bind point used by this command requires
any dynamic state, that state must have been set for commandBuffer, and done so after any
previously bound pipeline with the corresponding state not specified as dynamic
• There must not have been any calls to dynamic state setting commands for any state not
specified as dynamic in the VkPipeline object bound to the pipeline bind point used by this
command, since that pipeline was bound
• If the VkPipeline object bound to the pipeline bind point used by this command accesses a
VkSampler object that uses unnormalized coordinates, that sampler must not be used to
sample from any VkImage with a VkImageView of the type VK_IMAGE_VIEW_TYPE_3D,
VK_IMAGE_VIEW_TYPE_CUBE, VK_IMAGE_VIEW_TYPE_1D_ARRAY, VK_IMAGE_VIEW_TYPE_2D_ARRAY or
VK_IMAGE_VIEW_TYPE_CUBE_ARRAY, in any shader stage
• If the VkPipeline object bound to the pipeline bind point used by this command accesses a
VkSampler object that uses unnormalized coordinates, that sampler must not be used with
any of the SPIR-V OpImageSample* or OpImageSparseSample* instructions with ImplicitLod,
Dref or Proj in their name, in any shader stage
• If the VkPipeline object bound to the pipeline bind point used by this command accesses a
VkSampler object that uses unnormalized coordinates, that sampler must not be used with
any of the SPIR-V OpImageSample* or OpImageSparseSample* instructions that includes a LOD
bias or any offset values, in any shader stage
• If the robust buffer access feature is not enabled, and if the VkPipeline object bound to the
pipeline bind point used by this command accesses a uniform buffer, it must not access
values outside of the range of the buffer as specified in the descriptor set bound to the
same pipeline bind point
• If a VkImageView is accessed using OpImageWrite as a result of this command, then the Type
of the Texel operand of that instruction must have at least as many components as the
image view’s format.
• If any of baseGroupX, baseGroupY, or baseGroupZ are not zero, then the bound compute
pipeline must have been created with the VK_PIPELINE_CREATE_DISPATCH_BASE flag
• The VkCommandPool that commandBuffer was allocated from must support compute
operations
Host Synchronization
• Host access to the VkCommandPool that commandBuffer was allocated from must be externally
synchronized
Sparse resources relax these restrictions and provide these additional features:
• Sparse resources can be re-bound to different memory allocations over the lifetime of the
resource.
• Sparse resources can have descriptors generated and used orthogonally with memory binding
commands.
• Sparse binding is the base feature, and provides the following capabilities:
◦ The entire resource must be bound to memory before use regardless of regions actually
accessed.
◦ No specific mapping of image region to memory offset is defined, i.e. the location that each
texel corresponds to in memory is implementation-dependent.
◦ Sparse buffers have a well-defined mapping of buffer range to memory range, where an
offset into a range of the buffer that is bound to a single contiguous range of memory
corresponds to an identical offset within that range of memory.
• Sparse Residency builds on (and requires) the sparseBinding feature. It includes the following
capabilities:
◦ Resources do not have to be completely bound to memory before use on the device.
◦ Images have a prescribed sparse image block layout, allowing specific rectangular regions of
the image to be bound to specific offsets in memory allocations.
◦ Sparse residency support is advertised on a finer grain via the following features:
• Sparse aliasing provides the following capability that can be enabled per resource:
Allows physical memory ranges to be shared between multiple locations in the same sparse
resource or between multiple sparse resources, with each binding of a memory location
observing a consistent interpretation of the memory contents.
The sparse block size in bytes for sparse buffers and fully-resident images is reported as
VkMemoryRequirements::alignment. alignment represents both the memory alignment requirement and
the binding granularity (in bytes) for sparse resources.
Note
Applications can use these types of images to control LOD based on total memory
consumption. If memory pressure becomes an issue the application can unbind
and disable specific mipmap levels of images without having to recreate resources
or modify texel data of unaffected levels.
The application can also use this functionality to access subregions of the image in
a “megatexture” fashion. The application can create a large image and only
populate the region of the image that is currently being used in the scene.
• residencyNonResidentStrict
If this property is not present, reads of unbound regions of the image will return undefined values.
Both reads and writes are still considered safe and will not affect other resources or populated
regions of the image.
Formatted accesses to unbound memory may still alter some component values in the natural way
for those accesses, e.g. substituting a value of one for alpha in formats that do not have an alpha
component.
Example: Reading the alpha component of an unbacked VK_FORMAT_R8_UNORM image will return a
value of 1.0f.
See Physical Device Enumeration for instructions for retrieving physical device properties.
Implementor’s Note
For implementations that cannot natively handle access to unbound regions of a resource,
the implementation may allocate and bind memory to the unbound regions. Reads and
writes to unbound regions will access the implementation-managed memory instead.
Given that the values resulting from reads of unbound regions are undefined in this scenario,
implementations may use the same physical memory for all unbound regions of multiple
resources within the same process.
• residencyAlignedMipSize
Each mip tail region is bound to memory as an opaque region (i.e. must be bound using a
VkSparseImageOpaqueMemoryBindInfo structure) and may be of a size greater than or equal to
the sparse block size in bytes. This size is guaranteed to be an integer multiple of the sparse block
size in bytes.
Mip
Level 0
Mip
Level 1
Mip
Level 2
Legend
Image Pixel Data
Mip
Level 3 Sparse Memory Block
Mip Tail Data
Mip Tail
Mip levels that are as large or larger than a sparse image block in all dimensions can be bound
individually. Right-edges and bottom-edges of each level are allowed to have partially used sparse
blocks. Any bound partially-used-sparse-blocks must still have their full sparse block size in bytes
allocated in memory.
Mip
Level 0
Mip
Level 1
Mip
Level 2
Legend
Image Pixel Data
Mip
Level 3 Sparse Memory Block
Mip Tail Data
Mip Tail
When VK_SPARSE_IMAGE_FORMAT_SINGLE_MIPTAIL_BIT is present all array layers will share a single mip
tail region.
Mip
Level 0
Mip
Level 1
Legend
Image Pixel Data
Mip Tail
Sparse Memory Block
Mip Tail Data
Note
The mip tail regions are presented here in 2D arrays simply for figure size reasons.
Each mip tail is logically a single array of sparse blocks with an implementation-
dependent mapping of texels or compressed texel blocks to sparse blocks.
Mip
Level 0
Mip
Level 1
Legend
Image Pixel Data
Mip Tail
Sparse Memory Block
Mip Tail Data
Figure 20. Sparse Image with Aligned Mip Size and Single Mip Tail
Note
The mip tail region is presented here in a 2D array simply for figure size reasons. It
is logically a single array of sparse blocks with an implementation-dependent
mapping of texels or compressed texel blocks to sparse blocks.
Standard sparse image block shapes define a standard set of dimensions for sparse image blocks
that depend on the format of the image. Layout of texels or compressed texel blocks within a sparse
image block is implementation dependent. All currently defined standard sparse image block
shapes are 64 KB in size.
For block-compressed formats (e.g. VK_FORMAT_BC5_UNORM_BLOCK), the texel size is the size of the
compressed texel block (e.g. 128-bit for BC5) thus the dimensions of the standard sparse image block
shapes apply in terms of compressed texel blocks.
64-Bit 128 × 64 × 1 32 × 16 × 16
128-Bit 64 × 64 × 1 16 × 16 × 16
TEXEL SIZE (bits) Block Shape (2X) Block Shape (4X) Block Shape (8X) Block Shape
(16X)
32-Bit 64 × 128 × 1 64 × 64 × 1 32 × 64 × 1 32 × 32 × 1
64-Bit 64 × 64 × 1 64 × 32 × 1 32 × 32 × 1 32 × 16 × 1
128-Bit 32 × 64 × 1 32 × 32 × 1 16 × 32 × 1 16 × 16 × 1
Implementations that support the standard sparse image block shape for all formats listed in the
Standard Sparse Image Block Shapes (Single Sample) and Standard Sparse Image Block Shapes
(MSAA) tables may advertise the following VkPhysicalDeviceSparseProperties:
• residencyStandard2DBlockShape
• residencyStandard2DMultisampleBlockShape
• residencyStandard3DBlockShape
Reporting each of these features does not imply that all possible image types are supported as
sparse. Instead, this indicates that no supported sparse image of the corresponding type will use
custom sparse image block dimensions for any formats that have a corresponding standard sparse
image block shape.
An implementation that does not support a standard image block shape for a particular sparse
partially-resident image may choose to support a custom sparse image block shape for it instead.
The dimensions of such a custom sparse image block shape are reported in
VkSparseImageFormatProperties::imageGranularity. As with standard sparse image block shapes, the
size in bytes of the custom sparse image block shape will be reported in VkMemoryRequirements
::alignment.
An implementation must not support both the standard sparse image block shape and a custom
Partially resident images are allowed to report separate sparse properties for different aspects of
the image. One example is for depth/stencil images where the implementation separates the depth
and stencil data into separate planes. Another reason for multiple aspects is to allow the application
to manage memory allocation for implementation-private metadata associated with the image. See
the figure below:
Mip
Level 0
Mip Tail
Mip
Level 1
Mip
Level 2
Legend
Mip
Image Pixel Data
Level 3
Sparse Memory Block
Mip Tail Data
Mip Tail
Note
The mip tail regions are presented here in 2D arrays simply for figure size reasons.
Each mip tail is logically a single array of sparse blocks with an implementation-
dependent mapping of texels or compressed texel blocks to sparse blocks.
In the figure above the depth, stencil, and metadata aspects all have unique sparse properties. The
per-texel stencil data is ¼ the size of the depth data, hence the stencil sparse blocks include 4 × the
number of texels. The sparse block size in bytes for all of the aspects is identical and defined by
VkMemoryRequirements::alignment.
Metadata
• All metadata must be bound prior to device use of the sparse image.
VkDevice objects that have the sparseResidencyAliased feature enabled are able to use the
VK_BUFFER_CREATE_SPARSE_ALIASED_BIT and VK_IMAGE_CREATE_SPARSE_ALIASED_BIT flags for resource
creation. These flags allow resources to access physical memory bound into multiple locations
within one or more sparse resources in a data consistent fashion. This means that reading physical
memory from multiple aliased locations will return the same value.
Care must be taken when performing a write operation to aliased physical memory. Memory
dependencies must be used to separate writes to one alias from reads or writes to another alias.
Writes to aliased memory that are not properly guarded against accesses to different aliases will
have undefined results for all accesses to the aliased memory.
Applications that wish to make use of data consistent sparse memory aliasing must abide by the
following guidelines:
• All sparse resources that are bound to aliased physical memory must be created with the
VK_BUFFER_CREATE_SPARSE_ALIASED_BIT / VK_IMAGE_CREATE_SPARSE_ALIASED_BIT flag.
• All resources that access aliased physical memory must interpret the memory in the same way.
This implies the following:
◦ Buffers and images cannot alias the same physical memory in a data consistent fashion. The
physical memory ranges must be used exclusively by buffers or used exclusively by images
for data consistency to be guaranteed.
◦ Memory in sparse image mip tail regions cannot access aliased memory in a data consistent
fashion.
◦ Sparse images that alias the same physical memory must have compatible formats and be
using the same sparse image block shape in order to access aliased memory in a data
consistent fashion.
Failure to follow any of the above guidelines will require the application to abide by the normal,
non-sparse resource aliasing rules. In this case memory cannot be accessed in a data consistent
fashion.
Note
Enabling sparse resource memory aliasing can be a way to lower physical memory
use, but it may reduce performance on some implementations. An application
developer can test on their target HW and balance the memory / performance
trade-offs measured.
The sparse residency features allow sparse resources to be used even when not all pages are
bound to memory. Implementations that support access to unbound pages without causing a
fault may support residencyNonResidentStrict.
Any implementation that does not fault, but does not guarantee correct read values must not
support residencyNonResidentStrict.
Any implementation that cannot access unbound pages without causing a fault will require
the implementation to bind the entire device virtual address range to physical memory. Any
pages that the application does not bind to memory may be bound to one (or more)
"`placeholder" physical page(s) allocated by the implementation. Given the following
properties:
It is sufficient for each host process to allocate these placeholder pages and use them for all
resources in that process. Implementations may allocate more often (per instance, per device,
or per resource).
Binding Memory
The byte size reported in VkMemoryRequirements::size must be greater than or equal to the
amount of physical memory required to fully populate the resource. Some implementations
require “holes” in the device virtual address range that are never accessed. These holes may
be included in the size reported for the resource.
Including or not including the device virtual address holes in the resource size will alter how
the implementation provides support for VkSparseImageOpaqueMemoryBindInfo. This operation
must be supported for all sparse images, even ones created with
VK_IMAGE_CREATE_SPARSE_RESIDENCY_BIT.
• If the holes are included in the size, this bind function becomes very easy. In most cases
the resourceOffset is simply a device virtual address offset and the implementation can
easily determine what device virtual address to bind. The cost is that the application may
• If the holes are not included in the size, the application can allocate less physical memory
than otherwise for the resource. However, in this case the implementation must account
for the holes when mapping resourceOffset to the actual device virtual address intended
to be mapped.
Note
If the application always uses VkSparseImageMemoryBindInfo to bind memory
for the non-tail mip levels, any holes that are present in the resource size
Given that metadata is in a mip tail region, and the mip tail region must be reported as
contiguous (either globally or per-array-layer), some implementations will have to resort to
complicated offset → device virtual address mapping for handling
VkSparseImageOpaqueMemoryBindInfo.
Some sparse-resource related features are reported and enabled in VkPhysicalDeviceFeatures. These
features must be supported and enabled on the VkDevice object before applications can use them.
See Physical Device Features for information on how to get and set enabled device features, and for
more detailed explanations of these features.
• sparseBinding: Support for creating VkBuffer and VkImage objects with the
VK_BUFFER_CREATE_SPARSE_BINDING_BIT and VK_IMAGE_CREATE_SPARSE_BINDING_BIT flags, respectively.
• sparseResidencyAliased: Support for creating VkBuffer and VkImage objects with the
VK_BUFFER_CREATE_SPARSE_ALIASED_BIT and VK_IMAGE_CREATE_SPARSE_ALIASED_BIT flags, respectively.
Some features of the implementation are not possible to disable, and are reported to allow
applications to alter their sparse resource usage accordingly. These read-only capabilities are
reported in the VkPhysicalDeviceProperties::sparseProperties member, which is a structure of type
VkPhysicalDeviceSparseProperties.
// Provided by VK_VERSION_1_0
typedef struct VkPhysicalDeviceSparseProperties {
VkBool32 residencyStandard2DBlockShape;
VkBool32 residencyStandard2DMultisampleBlockShape;
VkBool32 residencyStandard3DBlockShape;
VkBool32 residencyAlignedMipSize;
VkBool32 residencyNonResidentStrict;
} VkPhysicalDeviceSparseProperties;
• residencyAlignedMipSize is VK_TRUE if images with mip level dimensions that are not integer
multiples of the corresponding dimensions of the sparse image block may be placed in the mip
tail. If this property is not reported, only mip levels with dimensions smaller than the
imageGranularity member of the VkSparseImageFormatProperties structure will be placed in the
mip tail. If this property is reported the implementation is allowed to return
VK_SPARSE_IMAGE_FORMAT_ALIGNED_MIP_SIZE_BIT in the flags member of
VkSparseImageFormatProperties, indicating that mip level dimensions that are not integer
multiples of the corresponding dimensions of the sparse image block will be placed in the mip
tail.
• residencyNonResidentStrict specifies whether the physical device can consistently access non-
resident regions of a resource. If this property is VK_TRUE, access to non-resident regions of
resources will be guaranteed to return values as if the resource were populated with 0; writes to
non-resident regions will be discarded.
Given that certain aspects of sparse image support, including the sparse image block dimensions,
may be implementation-dependent, vkGetPhysicalDeviceSparseImageFormatProperties can be
used to query for sparse image format properties prior to resource creation. This command is used
to check whether a given set of sparse image parameters is supported and what the sparse image
block shape will be.
• imageGranularity is the width, height, and depth of the sparse image block in texels or
compressed texel blocks.
// Provided by VK_VERSION_1_0
typedef enum VkSparseImageFormatFlagBits {
VK_SPARSE_IMAGE_FORMAT_SINGLE_MIPTAIL_BIT = 0x00000001,
VK_SPARSE_IMAGE_FORMAT_ALIGNED_MIP_SIZE_BIT = 0x00000002,
VK_SPARSE_IMAGE_FORMAT_NONSTANDARD_BLOCK_SIZE_BIT = 0x00000004,
} VkSparseImageFormatFlagBits;
• VK_SPARSE_IMAGE_FORMAT_SINGLE_MIPTAIL_BIT specifies that the image uses a single mip tail region
for all array layers.
// Provided by VK_VERSION_1_0
typedef VkFlags VkSparseImageFormatFlags;
• physicalDevice is the physical device from which to query the sparse image capabilities.
If pProperties is NULL, then the number of sparse format properties available is returned in
pPropertyCount. Otherwise, pPropertyCount must point to a variable set by the user to the number of
elements in the pProperties array, and on return the variable is overwritten with the number of
structures actually written to pProperties. If pPropertyCount is less than the number of sparse
format properties available, at most pPropertyCount structures will be written.
Multiple aspects are returned for depth/stencil images that are implemented as separate planes by
the implementation. The depth and stencil data planes each have unique
VkSparseImageFormatProperties data.
Depth/stencil images with depth and stencil data interleaved into a single plane will return a single
VkSparseImageFormatProperties structure with the aspectMask set to VK_IMAGE_ASPECT_DEPTH_BIT |
VK_IMAGE_ASPECT_STENCIL_BIT.
• If the value referenced by pPropertyCount is not 0, and pProperties is not NULL, pProperties
must be a valid pointer to an array of pPropertyCount VkSparseImageFormatProperties
structures
// Provided by VK_VERSION_1_1
void vkGetPhysicalDeviceSparseImageFormatProperties2(
VkPhysicalDevice physicalDevice,
const VkPhysicalDeviceSparseImageFormatInfo2* pFormatInfo,
uint32_t* pPropertyCount,
VkSparseImageFormatProperties2* pProperties);
• physicalDevice is the physical device from which to query the sparse image capabilities.
• If the value referenced by pPropertyCount is not 0, and pProperties is not NULL, pProperties
must be a valid pointer to an array of pPropertyCount VkSparseImageFormatProperties2
structures
// Provided by VK_VERSION_1_1
typedef struct VkPhysicalDeviceSparseImageFormatInfo2 {
VkStructureType sType;
const void* pNext;
VkFormat format;
VkImageType type;
VkSampleCountFlagBits samples;
VkImageUsageFlags usage;
VkImageTiling tiling;
} VkPhysicalDeviceSparseImageFormatInfo2;
Valid Usage
// Provided by VK_VERSION_1_1
typedef struct VkSparseImageFormatProperties2 {
VkStructureType sType;
void* pNext;
VkSparseImageFormatProperties properties;
} VkSparseImageFormatProperties2;
Sparse resources require that one or more sparse feature flags be specified (as part of the
VkPhysicalDeviceFeatures structure described previously in the Physical Device Features section) at
CreateDevice time. When the appropriate device features are enabled, the
VK_BUFFER_CREATE_SPARSE_* and VK_IMAGE_CREATE_SPARSE_* flags can be used. See vkCreateBuffer and
vkCreateImage for details of the resource creation APIs.
Sparse resources have specific memory requirements related to binding sparse memory. These
memory requirements are reported differently for VkBuffer objects and VkImage objects.
Buffers (both fully and partially resident) and fully-resident images can be bound to memory using
only the data from VkMemoryRequirements. For all sparse resources the VkMemoryRequirements
::alignment member specifies both the bindable sparse block size in bytes and required alignment
of VkDeviceMemory.
Partially resident images have a different method for binding memory. As with buffers and fully
resident images, the VkMemoryRequirements::alignment field specifies the bindable sparse block size in
bytes for the image.
The sparse image must have been created using the VK_IMAGE_CREATE_SPARSE_RESIDENCY_BIT flag to
retrieve valid sparse image memory requirements.
// Provided by VK_VERSION_1_0
typedef struct VkSparseImageMemoryRequirements {
VkSparseImageFormatProperties formatProperties;
uint32_t imageMipTailFirstLod;
VkDeviceSize imageMipTailSize;
VkDeviceSize imageMipTailOffset;
VkDeviceSize imageMipTailStride;
} VkSparseImageMemoryRequirements;
• formatProperties.aspectMask is the set of aspects of the image that this sparse memory
• imageMipTailFirstLod is the first mip level at which image subresources are included in the mip
tail region.
• imageMipTailSize is the memory size (in bytes) of the mip tail region. If formatProperties.flags
contains VK_SPARSE_IMAGE_FORMAT_SINGLE_MIPTAIL_BIT, this is the size of the whole mip tail,
otherwise this is the size of the mip tail of a single array layer. This value is guaranteed to be a
multiple of the sparse block size in bytes.
// Provided by VK_VERSION_1_0
void vkGetImageSparseMemoryRequirements(
VkDevice device,
VkImage image,
uint32_t* pSparseMemoryRequirementCount,
VkSparseImageMemoryRequirements* pSparseMemoryRequirements);
Note
It is legal for an implementation to report a larger value in VkMemoryRequirements
::size than would be obtained by adding together memory sizes for all
VkSparseImageMemoryRequirements returned by vkGetImageSparseMemoryRequirements.
This may occur when the implementation requires unused padding in the address
range describing the resource.
// Provided by VK_VERSION_1_1
void vkGetImageSparseMemoryRequirements2(
VkDevice device,
const VkImageSparseMemoryRequirementsInfo2* pInfo,
uint32_t* pSparseMemoryRequirementCount,
VkSparseImageMemoryRequirements2* pSparseMemoryRequirements);
// Provided by VK_VERSION_1_1
typedef struct VkImageSparseMemoryRequirementsInfo2 {
VkStructureType sType;
const void* pNext;
VkImage image;
} VkImageSparseMemoryRequirementsInfo2;
// Provided by VK_VERSION_1_1
typedef struct VkSparseImageMemoryRequirements2 {
VkStructureType sType;
void* pNext;
VkSparseImageMemoryRequirements memoryRequirements;
} VkSparseImageMemoryRequirements2;
Non-sparse resources are backed by a single physical allocation prior to device use (via
vkBindImageMemory or vkBindBufferMemory), and their backing must not be changed. On the other
hand, sparse resources can be bound to memory non-contiguously and these bindings can be
altered during the lifetime of the resource.
Note
It is important to note that freeing a VkDeviceMemory object with vkFreeMemory will
not cause resources (or resource regions) bound to the memory object to become
unbound. Applications must not access resources bound to memory that has been
freed.
Sparse memory bindings execute on a queue that includes the VK_QUEUE_SPARSE_BINDING_BIT bit.
Applications must use synchronization primitives to guarantee that other queues do not access
ranges of memory concurrently with a binding change. Applications can access other ranges of the
same resource while a bind operation is executing.
Note
Implementations must provide a guarantee that simultaneously binding sparse
blocks while another queue accesses those same sparse blocks via a sparse
resource must not access memory owned by another process or otherwise corrupt
the system.
When binding memory explicitly for the VK_IMAGE_ASPECT_METADATA_BIT the application must use the
VK_SPARSE_MEMORY_BIND_METADATA_BIT in the VkSparseMemoryBind::flags field when binding memory.
Binding memory for metadata is done the same way as binding memory for the mip tail, with the
Binding the mip tail for any aspect must only be performed using
VkSparseImageOpaqueMemoryBindInfo. If formatProperties.flags contains
VK_SPARSE_IMAGE_FORMAT_SINGLE_MIPTAIL_BIT, then it can be bound with a single
VkSparseMemoryBind structure, with resourceOffset = imageMipTailOffset and size =
imageMipTailSize.
and the mip tail can be bound with layerCount VkSparseMemoryBind structures, each using size =
imageMipTailSize and resourceOffset = arrayMipTailOffset as defined above.
Sparse memory binding is handled by the following APIs and related data structures.
// Provided by VK_VERSION_1_0
typedef struct VkSparseMemoryBind {
VkDeviceSize resourceOffset;
VkDeviceSize size;
VkDeviceMemory memory;
VkDeviceSize memoryOffset;
VkSparseMemoryBindFlags flags;
} VkSparseMemoryBind;
• memory is the VkDeviceMemory object that the range of the resource is bound to. If memory is
VK_NULL_HANDLE, the range is unbound.
• memoryOffset is the offset into the VkDeviceMemory object to bind the resource range to. If
memory is VK_NULL_HANDLE, this value is ignored.
The binding range [resourceOffset, resourceOffset + size) has different constraints based on flags. If
flags contains VK_SPARSE_MEMORY_BIND_METADATA_BIT, the binding range must be within the mip tail
region of the metadata aspect. This metadata region is defined by:
If flags does not contain VK_SPARSE_MEMORY_BIND_METADATA_BIT, the binding range must be within the
range [0,VkMemoryRequirements::size).
Valid Usage
• If memory is not VK_NULL_HANDLE, memory and memoryOffset must match the memory
requirements of the resource, as described in section Resource Memory Association
• If memory is not VK_NULL_HANDLE, memory must not have been created with a memory
type that reports VK_MEMORY_PROPERTY_LAZILY_ALLOCATED_BIT bit set
• size must be less than or equal to the size of the resource minus resourceOffset
• size must be less than or equal to the size of memory minus memoryOffset
• If memory was created by a memory import operation, the external handle type of the
imported memory must also have been set in VkExternalMemoryBufferCreateInfo
::handleTypes or VkExternalMemoryImageCreateInfo::handleTypes when the resource was
created
Bits which can be set in VkSparseMemoryBind::flags, specifying usage of a sparse memory binding
operation, are:
• VK_SPARSE_MEMORY_BIND_METADATA_BIT specifies that the memory being bound is only for the
metadata aspect.
// Provided by VK_VERSION_1_0
typedef VkFlags VkSparseMemoryBindFlags;
// Provided by VK_VERSION_1_0
typedef struct VkSparseBufferMemoryBindInfo {
VkBuffer buffer;
uint32_t bindCount;
const VkSparseMemoryBind* pBinds;
} VkSparseBufferMemoryBindInfo;
Valid Usage
Memory can be bound to sparse image blocks of VkImage objects created with the
VK_IMAGE_CREATE_SPARSE_RESIDENCY_BIT flag using the following structure:
// Provided by VK_VERSION_1_0
typedef struct VkSparseImageMemoryBindInfo {
VkImage image;
uint32_t bindCount;
const VkSparseImageMemoryBind* pBinds;
} VkSparseImageMemoryBindInfo;
Valid Usage
• The subresource.mipLevel member of each element of pBinds must be less than the
mipLevels specified in VkImageCreateInfo when image was created
• The subresource.arrayLayer member of each element of pBinds must be less than the
arrayLayers specified in VkImageCreateInfo when image was created
// Provided by VK_VERSION_1_0
typedef struct VkSparseImageMemoryBind {
VkImageSubresource subresource;
VkOffset3D offset;
VkExtent3D extent;
VkDeviceMemory memory;
VkDeviceSize memoryOffset;
VkSparseMemoryBindFlags flags;
} VkSparseImageMemoryBind;
• offset are the coordinates of the first texel within the image subresource to bind.
• extent is the size in texels of the region within the image subresource to bind. The extent must
be a multiple of the sparse image block dimensions, except when binding sparse image blocks
along the edge of an image subresource it can instead be such that any coordinate of offset +
extent equals the corresponding dimensions of the image subresource.
• memory is the VkDeviceMemory object that the sparse image blocks of the image are bound to. If
memory is VK_NULL_HANDLE, the sparse image blocks are unbound.
• If the sparse aliased residency feature is not enabled, and if any other resources are
bound to ranges of memory, the range of memory being bound must not overlap with those
bound ranges
• memory and memoryOffset must match the memory requirements of the calling command’s
image, as described in section Resource Memory Association
• subresource must be a valid image subresource for image (see Image Views)
• extent.width must either be a multiple of the sparse image block width of the image, or
else (extent.width + offset.x) must equal the width of the image subresource
• extent.height must either be a multiple of the sparse image block height of the image, or
else (extent.height + offset.y) must equal the height of the image subresource
• extent.depth must either be a multiple of the sparse image block depth of the image, or
else (extent.depth + offset.z) must equal the depth of the image subresource
• If memory was created by a memory import operation, the external handle type of the
imported memory must also have been set in VkExternalMemoryImageCreateInfo
::handleTypes when image was created
• queue is the queue that the sparse binding operations will be submitted to.
Within a batch, a given range of a resource must not be bound more than once. Across batches, if a
range is to be bound to one allocation and offset and then to another allocation and offset, then the
application must guarantee (usually using semaphores) that the binding operations are executed in
the correct order, as well as to order binding operations against the execution of command buffer
submissions.
Additional information about fence and semaphore operation is described in the synchronization
chapter.
• If fence is not VK_NULL_HANDLE, fence must not be associated with any other queue
command that has not yet completed execution on that queue
• All elements of the pWaitSemaphores member of all elements of pBindInfo created with a
VkSemaphoreType of VK_SEMAPHORE_TYPE_BINARY must reference a semaphore signal
operation that has been submitted for execution and any semaphore signal operations on
which it depends (if any) must have also been submitted for execution
• Both of fence, and queue that are valid handles of non-ignored parameters must have
been created, allocated, or retrieved from the same VkDevice
Host Synchronization
- - SPARSE_BINDING -
Return Codes
Success
• VK_SUCCESS
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
• VK_ERROR_DEVICE_LOST
// Provided by VK_VERSION_1_0
typedef struct VkBindSparseInfo {
VkStructureType sType;
const void* pNext;
uint32_t waitSemaphoreCount;
const VkSemaphore* pWaitSemaphores;
uint32_t bufferBindCount;
const VkSparseBufferMemoryBindInfo* pBufferBinds;
uint32_t imageOpaqueBindCount;
const VkSparseImageOpaqueMemoryBindInfo* pImageOpaqueBinds;
uint32_t imageBindCount;
const VkSparseImageMemoryBindInfo* pImageBinds;
uint32_t signalSemaphoreCount;
const VkSemaphore* pSignalSemaphores;
} VkBindSparseInfo;
• waitSemaphoreCount is the number of semaphores upon which to wait before executing the
sparse binding operations for the batch.
• pWaitSemaphores is a pointer to an array of semaphores upon which to wait on before the sparse
binding operations for this batch begin execution. If semaphores to wait on are provided, they
define a semaphore wait operation.
Valid Usage
• Each pNext member of any structure (including this one) in the pNext chain must be either
NULL or a pointer to a valid instance of VkDeviceGroupBindSparseInfo or
VkTimelineSemaphoreSubmitInfo
• The sType value of each struct in the pNext chain must be unique
• Both of the elements of pSignalSemaphores, and the elements of pWaitSemaphores that are
valid handles of non-ignored parameters must have been created, allocated, or retrieved
from the same VkDevice
To specify the values to use when waiting for and signaling semaphores created with a
VkSemaphoreType of VK_SEMAPHORE_TYPE_TIMELINE, add a VkTimelineSemaphoreSubmitInfo
structure to the pNext chain of the VkBindSparseInfo structure.
// Provided by VK_VERSION_1_1
typedef struct VkDeviceGroupBindSparseInfo {
VkStructureType sType;
const void* pNext;
uint32_t resourceDeviceIndex;
uint32_t memoryDeviceIndex;
} VkDeviceGroupBindSparseInfo;
These device indices apply to all buffer and image memory binds included in the batch pointing to
this structure. The semaphore waits and signals for the batch are executed only by the physical
device specified by the resourceDeviceIndex.
If this structure is not present, resourceDeviceIndex and memoryDeviceIndex are assumed to be zero.
Valid Usage
• Each memory allocation bound in this batch must have allocated an instance for
memoryDeviceIndex
This chapter describes how Vulkan is versioned, how compatibility is affected between different
versions, and compatibility rules that are followed by the Vulkan Working Group.
Note
Applications usually interface to Vulkan using a loader that implements only
instance-level functionality, passing device-level functionality to implementations
of the full Vulkan API on the system. In some circumstances, as these may be
implemented independently, it is possible that the loader and device
implementations on a given installation will support different versions. To allow
for this and call out when it happens, the Vulkan specification enumerates device
and instance level functionality separately - they have independent version
queries.
Note
Vulkan 1.0 initially specified new physical device enumeration functionality as
instance-level, requiring it to be included in an instance extension. As the
The Vulkan version number comprises three parts indicating the major, minor and patch version of
the Vulkan API Specification.
The minor version indicates the incorporation of new functionality into the core specification.
The patch version indicates bug fixes, clarifications, and language improvements have been
incorporated into the specification.
Compatibility guarantees made about versions of the API sharing any of the same version numbers
are documented in Core Versions
The version number is used in several places in the API. In each such use, the version numbers are
packed into a 32-bit integer as follows:
• The minor version number is a 10-bit integer packed into bits 21-12.
• The patch version number is a 12-bit integer packed into bits 11-0.
VK_VERSION_MAJOR extracts the API major version number from a packed version number:
// Provided by VK_VERSION_1_0
#define VK_VERSION_MAJOR(version) ((uint32_t)(version) >> 22)
VK_VERSION_MINOR extracts the API minor version number from a packed version number:
// Provided by VK_VERSION_1_0
#define VK_VERSION_MINOR(version) (((uint32_t)(version) >> 12) & 0x3ff)
VK_VERSION_PATCH extracts the API patch version number from a packed version number:
// Provided by VK_VERSION_1_0
#define VK_VERSION_PATCH(version) ((uint32_t)(version) & 0xfff)
// Provided by VK_VERSION_1_0
#define VK_MAKE_VERSION(major, minor, patch) \
((((uint32_t)(major)) << 22) | (((uint32_t)(minor)) << 12) | ((uint32_t)(patch)))
// Provided by VK_VERSION_1_1
// Vulkan 1.1 version number
#define VK_API_VERSION_1_1 VK_MAKE_VERSION(1, 1, 0)// Patch version should always be
set to 0
// Provided by VK_VERSION_1_2
// Vulkan 1.2 version number
#define VK_API_VERSION_1_2 VK_MAKE_VERSION(1, 2, 0)// Patch version should always be
set to 0
29.3. Layers
When a layer is enabled, it inserts itself into the call chain for Vulkan commands the layer is
interested in. Layers can be used for a variety of tasks that extend the base behavior of Vulkan
beyond what is required by the specification - such as call logging, tracing, validation, or providing
additional extensions.
Note
For example, an implementation is not expected to check that the value of enums
used by the application fall within allowed ranges. Instead, a validation layer
would do those checks and flag issues. This avoids a performance penalty during
production use of the application because those layers would not be enabled in
production.
// Provided by VK_VERSION_1_0
VkResult vkEnumerateInstanceLayerProperties(
uint32_t* pPropertyCount,
VkLayerProperties* pProperties);
If pProperties is NULL, then the number of layer properties available is returned in pPropertyCount.
Otherwise, pPropertyCount must point to a variable set by the user to the number of elements in the
pProperties array, and on return the variable is overwritten with the number of structures actually
written to pProperties. If pPropertyCount is less than the number of layer properties available, at
most pPropertyCount structures will be written. If pPropertyCount is smaller than the number of
layers available, VK_INCOMPLETE will be returned instead of VK_SUCCESS, to indicate that not all the
available layer properties were returned.
The list of available layers may change at any time due to actions outside of the Vulkan
implementation, so two calls to vkEnumerateInstanceLayerProperties with the same parameters may
return different results, or retrieve different pPropertyCount values or pProperties contents. Once an
instance has been created, the layers enabled for that instance will continue to be enabled and
valid for the lifetime of that instance, even if some of them become unavailable for future
instances.
• If the value referenced by pPropertyCount is not 0, and pProperties is not NULL, pProperties
must be a valid pointer to an array of pPropertyCount VkLayerProperties structures
Success
• VK_SUCCESS
• VK_INCOMPLETE
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
// Provided by VK_VERSION_1_0
typedef struct VkLayerProperties {
char layerName[VK_MAX_EXTENSION_NAME_SIZE];
uint32_t specVersion;
uint32_t implementationVersion;
char description[VK_MAX_DESCRIPTION_SIZE];
} VkLayerProperties;
• specVersion is the Vulkan version the layer was written to, encoded as described in Version
Numbers.
To enable a layer, the name of the layer should be added to the ppEnabledLayerNames member of
VkInstanceCreateInfo when creating a VkInstance.
Loader implementations may provide mechanisms outside the Vulkan API for enabling specific
layers. Layers enabled through such a mechanism are implicitly enabled, while layers enabled by
including the layer name in the ppEnabledLayerNames member of VkInstanceCreateInfo are explicitly
enabled. Implicitly enabled layers are loaded before explicitly enabled layers, such that implicitly
enabled layers are closer to the application, and explicitly enabled layers are closer to the driver.
Except where otherwise specified, implicitly enabled and explicitly enabled layers differ only in the
way they are enabled, and the order in which they are loaded. Explicitly enabling a layer that is
implicitly enabled results in this layer being loaded as an implicitly enabled layer; it has no
additional effect.
Previous versions of this specification distinguished between instance and device layers. Instance
layers were only able to intercept commands that operate on VkInstance and VkPhysicalDevice,
except they were not able to intercept vkCreateDevice. Device layers were enabled for individual
devices when they were created, and could only intercept commands operating on that device or its
child objects.
Device-only layers are now deprecated, and this specification no longer distinguishes between
instance and device layers. Layers are enabled during instance creation, and are able to intercept
all commands operating on that instance or any of its child objects. At the time of deprecation there
were no known device-only layers and no compelling reason to create one.
// Provided by VK_VERSION_1_0
VkResult vkEnumerateDeviceLayerProperties(
VkPhysicalDevice physicalDevice,
uint32_t* pPropertyCount,
VkLayerProperties* pProperties);
If pProperties is NULL, then the number of layer properties available is returned in pPropertyCount.
Otherwise, pPropertyCount must point to a variable set by the user to the number of elements in the
pProperties array, and on return the variable is overwritten with the number of structures actually
written to pProperties. If pPropertyCount is less than the number of layer properties available, at
most pPropertyCount structures will be written. If pPropertyCount is smaller than the number of
layers available, VK_INCOMPLETE will be returned instead of VK_SUCCESS, to indicate that not all the
available layer properties were returned.
• If the value referenced by pPropertyCount is not 0, and pProperties is not NULL, pProperties
must be a valid pointer to an array of pPropertyCount VkLayerProperties structures
Return Codes
Success
• VK_SUCCESS
• VK_INCOMPLETE
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
Regardless of the enabled layer list provided in VkDeviceCreateInfo, the sequence of layers active
for a device will be exactly the sequence of layers enabled when the parent instance was created.
29.4. Extensions
Extensions may define new Vulkan commands, structures, and enumerants. For compilation
purposes, the interfaces defined by registered extensions, including new structures and
enumerants as well as function pointer types for new commands, are defined in the Khronos-
supplied vulkan_core.h together with the core API. However, commands defined by extensions may
not be available for static linking - in which case function pointers to these commands should be
queried at runtime as described in Command Function Pointers. Extensions may be provided by
layers as well as by a Vulkan implementation.
Because extensions may extend or change the behavior of the Vulkan API, extension authors
should add support for their extensions to the Khronos validation layers. This is especially
important for new commands whose parameters have been wrapped by the validation layers. See
the “Vulkan Loader Specification and Architecture Overview” document for additional information.
To enable a device extension, the name of the extension can be added to the
ppEnabledExtensionNames member of VkDeviceCreateInfo when creating a VkDevice.
Valid Usage sections for individual commands and structures do not currently
contain which extensions have to be enabled in order to make their use valid,
although they might do so in the future. It is defined only in the Valid Usage for
Extensions section.
Instance extensions add new instance-level functionality to the API, outside of the core
specification.
// Provided by VK_VERSION_1_0
VkResult vkEnumerateInstanceExtensionProperties(
const char* pLayerName,
uint32_t* pPropertyCount,
VkExtensionProperties* pProperties);
• pLayerName is either NULL or a pointer to a null-terminated UTF-8 string naming the layer to
retrieve extensions from.
When pLayerName parameter is NULL, only extensions provided by the Vulkan implementation or by
implicitly enabled layers are returned. When pLayerName is the name of a layer, the instance
extensions provided by that layer are returned.
Because the list of available layers may change externally between calls to
vkEnumerateInstanceExtensionProperties, two calls may retrieve different results if a pLayerName is
available in one call but not in another. The extensions supported by a layer may also change
between two calls, e.g. if the layer implementation is replaced by a different version between those
calls.
Implementations must not advertise any pair of extensions that cannot be enabled together due to
behavioral differences, or any extension that cannot be enabled against the advertised version.
• If the value referenced by pPropertyCount is not 0, and pProperties is not NULL, pProperties
must be a valid pointer to an array of pPropertyCount VkExtensionProperties structures
Return Codes
Success
• VK_SUCCESS
• VK_INCOMPLETE
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
• VK_ERROR_LAYER_NOT_PRESENT
Device extensions add new device-level functionality to the API, outside of the core specification.
• pLayerName is either NULL or a pointer to a null-terminated UTF-8 string naming the layer to
retrieve extensions from.
When pLayerName parameter is NULL, only extensions provided by the Vulkan implementation or by
implicitly enabled layers are returned. When pLayerName is the name of a layer, the device
extensions provided by that layer are returned.
Implementations must not advertise any pair of extensions that cannot be enabled together due to
behavioral differences, or any extension that cannot be enabled against the advertised version.
• If the value referenced by pPropertyCount is not 0, and pProperties is not NULL, pProperties
must be a valid pointer to an array of pPropertyCount VkExtensionProperties structures
Return Codes
Success
• VK_SUCCESS
• VK_INCOMPLETE
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
• VK_ERROR_LAYER_NOT_PRESENT
Any device extension that has an instance extension dependency that is not enabled by
vkCreateInstance is considered to be unsupported, hence it must not be returned by
vkEnumerateDeviceExtensionProperties for any VkPhysicalDevice child of the instance.
If a required extension has been promoted to another extension or to a core API version, then as a
general rule, the dependency is also satisfied by the promoted extension or core version. This will
be true so long as any features required by the original extension are also required or enabled by
the promoted extension or core version. However, in some cases an extension is promoted while
making some of its features optional in the promoted extension or core version. In this case, the
dependency may not be satisfied. The only way to be certain is to look at the descriptions of the
original dependency and the promoted version in the Layers & Extensions and Core Revisions
appendices.
Note
There is metadata in vk.xml describing some aspects of promotion, especially
Each of the major, minor, and patch versions of the Vulkan specification provide different
compatibility guarantees.
Patch Versions
A difference in the patch version indicates that a set of bug fixes or clarifications have been made
to the Specification. Informative enums returned by Vulkan commands that will not affect the
runtime behavior of a valid application may be added in a patch version (e.g. VkVendorId).
The specification’s patch version is strictly increasing for a given major version of the specification;
any change to a specification as described above will result in the patch version being increased by
1. Patch versions are applied to all minor versions, even if a given minor version is not affected by
the provoking change.
Specifications with different patch versions but the same major and minor version are fully
compatible with each other - such that a valid application written against one will work with an
implementation of another.
Note
If a patch version includes a bug fix or clarification that could have a significant
impact on developer expectations, these will be highlighted in the change log.
Generally the Vulkan Working Group tries to avoid these kinds of changes, instead
fixing them in either an extension or core version.
Minor Versions
Changes in the minor version of the specification indicate that new functionality has been added to
the core specification. This will usually include new interfaces in the header, and may also include
behavior changes and bug fixes. Core functionality may be deprecated in a minor version, but will
not be obsoleted or removed.
The specification’s minor version is strictly increasing for a given major version of the
specification; any change to a specification as described above will result in the minor version
being increased by 1. Changes that can be accommodated in a patch version will not increase the
minor version.
Specifications with a lower minor version are backwards compatible with an implementation of a
specification with a higher minor version for core functionality and extensions issued with the KHR
vendor tag. Vendor and multi-vendor extensions are not guaranteed to remain functional across
minor versions, though in general they are with few exceptions - see Obsoletion for more
information.
Major Versions
A difference in the major version of specifications indicates a large set of changes which will likely
The specification’s major version is monotonically increasing; any change to the specification as
described above will result in the major version being increased. Changes that can be
accommodated in a patch or minor version will not increase the major version.
The Vulkan Working Group intends to only issue a new major version of the Specification in order
to realise significant improvements to the Vulkan API that will necessarily require breaking
compatibility.
A new major version will likely include a wholly new version of the specification to be issued -
which could include an overhaul of the versioning semantics for the minor and patch versions. The
patch and minor versions of a specification are therefore not meaningful across major versions. If a
major version of the specification includes similar versioning semantics, it is expected that the
patch and the minor version will be reset to 0 for that major version.
29.6.2. Extensions
A KHR extension must be able to be enabled alongside any other KHR extension, and for any minor
or patch version of the core Specification beyond the minimum version it requires. A multi-vendor
extension should be able to be enabled alongside any KHR extension or other multi-vendor
extension, and for any minor or patch version of the core Specification beyond the minimum
version it requires. A vendor extension should be able to be enabled alongside any KHR extension,
multi-vendor extension, or other vendor extension from the same vendor, and for any minor or
patch version of the core Specification beyond the minimum version it requires. A vendor
extension may be able to be enabled alongside vendor extensions from another vendor.
The one other exception to this is if a vendor or multi-vendor extension is made obsolete by either a
core version or another extension, which will be highlighted in the extension appendix.
Promotion
Extensions, or features of an extension, may be promoted to a new core version of the API, or a
newer extension which an equal or greater number of implementors are in favour of.
When extension functionality is promoted, minor changes may be introduced, limited to the
following:
• Naming
• Feature advertisement/enablement
The Vulkan Working Group endeavours to ensure that larger changes are marked
as either deprecated or obsoleted as appropriate, and can do so retroactively if
necessary.
Extensions that are promoted are listed as being promoted in their extension appendices, with
reference to where they were promoted to.
When an extension is promoted, any backwards compatibility aliases which exist in the extension
will not be promoted.
Note
As a hypothetical example, if the [VK_KHR_surface] extension were promoted to
part of a future core version, the VK_COLOR_SPACE_SRGB_NONLINEAR_KHR token defined
Deprecation
Extensions may be marked as deprecated when the intended use cases either become irrelevant or
can be solved in other ways. Generally, a new feature will become available to solve the use case in
another extension or core version of the API, but it is not guaranteed.
Note
Extensions that are deprecated are listed as being deprecated in their extension appendices, with
an explanation of the deprecation and any features that are relevant.
Obsoletion
Occasionally, an extension will be marked as obsolete if a new version of the core API or a new
extension is fundamentally incompatible with it. An obsoleted extension must not be used with the
extension or core version that obsoleted it.
Extensions that are obsoleted are listed as being obsoleted in their extension appendices, with
reference to what they were obsoleted by.
When an extension is promoted or deprecated by a newer feature, some or all of its functionality
may be replicated into the newer feature. Rather than duplication of all the documentation and
definitions, the specification instead identifies the identical commands and types as aliases of one
another. Each alias is mentioned together with the definition it aliases, with the older aliases
marked as “equivalents”. Each alias of the same command has identical behavior, and each alias of
the same type has identical meaning - they can be used interchangeably in an application with no
compatibility issues.
Note
For promoted types, the aliased extension type is semantically identical to the new
core type. The C99 headers simply typedef the older aliases to the promoted types.
For promoted command aliases, however, there are two separate entry point
definitions, due to the fact that the C99 ABI has no way to alias command
definitions without resorting to macros. Calling via either entry point definition
will produce identical behavior within the bounds of the specification, and should
still invoke the same entry point in the implementation. Debug tools may use
separate entry points with different debug behavior; to write the appropriate
command name to an output log, for instance.
Some extensions exist only to support a specific purpose or specific class of application. These are
referred to as “special use extensions”. Use of these extensions in applications not meeting the
special use criteria is not recommended.
Special use cases are restricted, and only those defined below are used to describe extensions:
Special use extensions are identified in the metadata for each such extension in the Layers &
Special use extensions are also identified in vk.xml with the short name in “XML Tag” column
above, as described in the “API Extensions (extension tag)” section of the registry schema
documentation.
Note
Features are reported via the basic VkPhysicalDeviceFeatures structure, as well as
the extensible structure VkPhysicalDeviceFeatures2, which was added in the
[VK_KHR_get_physical_device_properties2] extension and included in Vulkan 1.1.
When new features are added in future Vulkan versions or extensions, each
extension should introduce one new feature structure, if needed. This structure
can be added to the pNext chain of the VkPhysicalDeviceFeatures2 structure.
For convenience, new core versions of Vulkan may introduce new unified features structures for
features promoted from extensions. At the same time, the extension’s original features structure (if
any) is also promoted to the core API, and is an alias of the extension’s structure. This results in
multiple names for the same feature: in the original extension’s feature structure and the promoted
structure alias, in the unified feature structure. When a feature was implicitly supported and
enabled in the extension, but an explicit name was added during promotion, then the extension
itself acts as an alias for the feature as listed in the table below.
All aliases of the same feature in the core API must be reported consistently: either all must be
reported as supported, or none of them. When a promoted extension is available, any
corresponding feature aliases must be supported.
Extension Feature(s)
// Provided by VK_VERSION_1_0
void vkGetPhysicalDeviceFeatures(
VkPhysicalDevice physicalDevice,
VkPhysicalDeviceFeatures* pFeatures);
• physicalDevice is the physical device from which to query the supported features.
Fine-grained features used by a logical device must be enabled at VkDevice creation time. If a
feature is enabled that the physical device does not support, VkDevice creation will fail and return
VK_ERROR_FEATURE_NOT_PRESENT.
If an application wishes to enable all features supported by a device, it can simply pass in the
VkPhysicalDeviceFeatures structure that was previously returned by vkGetPhysicalDeviceFeatures.
To disable an individual feature, the application can set the desired member to VK_FALSE in the
same structure. Setting pEnabledFeatures to NULL and not including a VkPhysicalDeviceFeatures2 in
the pNext chain of VkDeviceCreateInfo is equivalent to setting all members of the structure to
VK_FALSE.
Note
// Provided by VK_VERSION_1_1
void vkGetPhysicalDeviceFeatures2(
VkPhysicalDevice physicalDevice,
VkPhysicalDeviceFeatures2* pFeatures);
• physicalDevice is the physical device from which to query the supported features.
Each structure in pFeatures and its pNext chain contains members corresponding to fine-grained
features. vkGetPhysicalDeviceFeatures2 writes each member to a boolean value indicating whether
that feature is supported.
// Provided by VK_VERSION_1_1
typedef struct VkPhysicalDeviceFeatures2 {
VkStructureType sType;
void* pNext;
VkPhysicalDeviceFeatures features;
} VkPhysicalDeviceFeatures2;
The pNext chain of this structure is used to extend the structure with features defined by extensions.
This structure can be used in vkGetPhysicalDeviceFeatures2 or can be included in the pNext chain
of a VkDeviceCreateInfo structure, in which case it controls which features are enabled in the
device in lieu of pEnabledFeatures.
// Provided by VK_VERSION_1_0
typedef struct VkPhysicalDeviceFeatures {
VkBool32 robustBufferAccess;
VkBool32 fullDrawIndexUint32;
VkBool32 imageCubeArray;
VkBool32 independentBlend;
VkBool32 geometryShader;
VkBool32 tessellationShader;
VkBool32 sampleRateShading;
VkBool32 dualSrcBlend;
VkBool32 logicOp;
VkBool32 multiDrawIndirect;
VkBool32 drawIndirectFirstInstance;
• robustBufferAccess specifies that accesses to buffers are bounds-checked against the range of
the buffer descriptor (as determined by VkDescriptorBufferInfo::range,
◦ A buffer access is considered to be out of bounds if any of the following are true:
▪ The pointer was formed by OpImageTexelPointer and the coordinate is less than zero or
greater than or equal to the number of whole elements in the bound range.
▪ The pointer was not formed by OpImageTexelPointer and the object pointed to is not
wholly contained within the bound range. This includes accesses performed via variable
pointers where the buffer descriptor being accessed cannot be statically determined.
Uninitialized pointers and pointers equal to OpConstantNull are treated as pointing to a
zero-sized object, so all accesses through such pointers are considered to be out of
bounds. Buffer accesses through buffer device addresses are not bounds-checked.
Note
If a SPIR-V OpLoad instruction loads a structure and the tail end of the
structure is out of bounds, then all members of the structure are
considered out of bounds even if the members at the end are not
statically used.
▪ If any buffer access is determined to be out of bounds, then any other access of the same
type (load, store, or atomic) to the same buffer that accesses an address less than 16
bytes away from the out of bounds address may also be considered out of bounds.
▪ If the access is a load that reads from the same memory locations as a prior store in the
same shader invocation, with no other intervening accesses to the same memory
locations in that shader invocation, then the result of the load may be the value stored
by the store instruction, even if the access is out of bounds. If the load is Volatile, then
an out of bounds load must return the appropriate out of bounds value.
▪ Values from anywhere within the memory range(s) bound to the buffer (possibly
including bytes of memory past the end of the buffer, up to the end of the bound range).
▪ Zero values, or (0,0,0,x) vectors for vector reads where x is a valid value represented in
the type of the vector components and may be any of:
◦ Out-of-bounds writes may modify values within the memory range(s) bound to the buffer,
but must not modify any other memory.
◦ Out-of-bounds atomics may modify values within the memory range(s) bound to the buffer,
but must not modify any other memory, and return an undefined value.
◦ Vertex input attributes are considered out of bounds if the offset of the attribute in the
bound vertex buffer range plus the size of the attribute is greater than either:
▪ vertexBufferRangeSize, if bindingStride == 0; or
where vertexBufferRangeSize is the byte size of the memory range bound to the vertex
buffer binding and bindingStride is the byte stride of the corresponding vertex input
binding. Further, if any vertex input attribute using a specific vertex input binding is out of
bounds, then all vertex input attributes using that vertex input binding for that vertex
shader invocation are considered out of bounds.
▪ If a vertex input attribute is out of bounds, it will be assigned one of the following
values:
▪ Values from anywhere within the memory range(s) bound to the buffer, converted
according to the format of the attribute.
◦ If robustBufferAccess is not enabled, applications must not perform out of bounds accesses.
• fullDrawIndexUint32 specifies the full 32-bit range of indices is supported for indexed draw calls
when using a VkIndexType of VK_INDEX_TYPE_UINT32. maxDrawIndexedIndexValue is the maximum
32
index value that may be used (aside from the primitive restart index, which is always 2 -1
when the VkIndexType is VK_INDEX_TYPE_UINT32). If this feature is supported,
32 24
maxDrawIndexedIndexValue must be 2 -1; otherwise it must be no smaller than 2 -1. See
maxDrawIndexedIndexValue.
• geometryShader specifies whether geometry shaders are supported. If this feature is not enabled,
the VK_SHADER_STAGE_GEOMETRY_BIT and VK_PIPELINE_STAGE_GEOMETRY_SHADER_BIT enum values must
not be used. This also specifies whether shader modules can declare the Geometry capability.
• tessellationShader specifies whether tessellation control and evaluation shaders are supported.
If this feature is not enabled, the VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT,
VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT,
VK_PIPELINE_STAGE_TESSELLATION_CONTROL_SHADER_BIT,
VK_PIPELINE_STAGE_TESSELLATION_EVALUATION_SHADER_BIT, and
VK_STRUCTURE_TYPE_PIPELINE_TESSELLATION_STATE_CREATE_INFO enum values must not be used.
This also specifies whether shader modules can declare the Tessellation capability.
• logicOp specifies whether logic operations are supported. If this feature is not enabled, the
logicOpEnable member of the VkPipelineColorBlendStateCreateInfo structure must be set to
VK_FALSE, and the logicOp member is ignored.
• multiDrawIndirect specifies whether multiple draw indirect is supported. If this feature is not
enabled, the drawCount parameter to the vkCmdDrawIndirect and vkCmdDrawIndexedIndirect
commands must be 0 or 1. The maxDrawIndirectCount member of the VkPhysicalDeviceLimits
structure must also be 1 if this feature is not supported. See maxDrawIndirectCount.
• depthClamp specifies whether depth clamping is supported. If this feature is not enabled, the
depthClampEnable member of the VkPipelineRasterizationStateCreateInfo structure must be set
to VK_FALSE. Otherwise, setting depthClampEnable to VK_TRUE will enable depth clamping.
• depthBiasClamp specifies whether depth bias clamping is supported. If this feature is not
enabled, the depthBiasClamp member of the VkPipelineRasterizationStateCreateInfo structure
must be set to 0.0 unless the VK_DYNAMIC_STATE_DEPTH_BIAS dynamic state is enabled, and the
depthBiasClamp parameter to vkCmdSetDepthBias must be set to 0.0.
• fillModeNonSolid specifies whether point and wireframe fill modes are supported. If this feature
is not enabled, the VK_POLYGON_MODE_POINT and VK_POLYGON_MODE_LINE enum values must not be
used.
• depthBounds specifies whether depth bounds tests are supported. If this feature is not enabled,
the depthBoundsTestEnable member of the VkPipelineDepthStencilStateCreateInfo structure
must be set to VK_FALSE. When depthBoundsTestEnable is set to VK_FALSE, the minDepthBounds and
maxDepthBounds members of the VkPipelineDepthStencilStateCreateInfo structure are ignored.
• wideLines specifies whether lines with width other than 1.0 are supported. If this feature is not
enabled, the lineWidth member of the VkPipelineRasterizationStateCreateInfo structure must
be set to 1.0 unless the VK_DYNAMIC_STATE_LINE_WIDTH dynamic state is enabled, and the lineWidth
parameter to vkCmdSetLineWidth must be set to 1.0. When this feature is supported, the range
and granularity of supported line widths are indicated by the lineWidthRange and
lineWidthGranularity members of the VkPhysicalDeviceLimits structure, respectively.
• largePoints specifies whether points with size greater than 1.0 are supported. If this feature is
not enabled, only a point size of 1.0 written by a shader is supported. The range and granularity
of supported point sizes are indicated by the pointSizeRange and pointSizeGranularity members
of the VkPhysicalDeviceLimits structure, respectively.
• alphaToOne specifies whether the implementation is able to replace the alpha value of the color
fragment output from the fragment shader with the maximum representable alpha value for
fixed-point colors or 1.0 for floating-point colors. If this feature is not enabled, then the
alphaToOneEnable member of the VkPipelineMultisampleStateCreateInfo structure must be set to
VK_FALSE. Otherwise setting alphaToOneEnable to VK_TRUE will enable alpha-to-one behavior.
◦ The firstScissor and scissorCount parameters to the vkCmdSetScissor command must be set
to 0 and 1, respectively.
• textureCompressionETC2 specifies whether all of the ETC2 and EAC compressed texture formats
are supported. If this feature is enabled, then the VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT,
VK_FORMAT_FEATURE_BLIT_SRC_BIT and VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_LINEAR_BIT
features must be supported in optimalTilingFeatures for the following formats:
◦ VK_FORMAT_ETC2_R8G8B8_UNORM_BLOCK
◦ VK_FORMAT_ETC2_R8G8B8_SRGB_BLOCK
◦ VK_FORMAT_ETC2_R8G8B8A1_UNORM_BLOCK
◦ VK_FORMAT_ETC2_R8G8B8A1_SRGB_BLOCK
◦ VK_FORMAT_ETC2_R8G8B8A8_UNORM_BLOCK
◦ VK_FORMAT_ETC2_R8G8B8A8_SRGB_BLOCK
◦ VK_FORMAT_EAC_R11_UNORM_BLOCK
◦ VK_FORMAT_EAC_R11_SNORM_BLOCK
◦ VK_FORMAT_EAC_R11G11_UNORM_BLOCK
◦ VK_FORMAT_EAC_R11G11_SNORM_BLOCK
• textureCompressionASTC_LDR specifies whether all of the ASTC LDR compressed texture formats
are supported. If this feature is enabled, then the VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT,
VK_FORMAT_FEATURE_BLIT_SRC_BIT and VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_LINEAR_BIT
features must be supported in optimalTilingFeatures for the following formats:
◦ VK_FORMAT_ASTC_4x4_UNORM_BLOCK
◦ VK_FORMAT_ASTC_4x4_SRGB_BLOCK
◦ VK_FORMAT_ASTC_5x4_UNORM_BLOCK
◦ VK_FORMAT_ASTC_5x4_SRGB_BLOCK
◦ VK_FORMAT_ASTC_5x5_UNORM_BLOCK
◦ VK_FORMAT_ASTC_5x5_SRGB_BLOCK
◦ VK_FORMAT_ASTC_6x5_SRGB_BLOCK
◦ VK_FORMAT_ASTC_6x6_UNORM_BLOCK
◦ VK_FORMAT_ASTC_6x6_SRGB_BLOCK
◦ VK_FORMAT_ASTC_8x5_UNORM_BLOCK
◦ VK_FORMAT_ASTC_8x5_SRGB_BLOCK
◦ VK_FORMAT_ASTC_8x6_UNORM_BLOCK
◦ VK_FORMAT_ASTC_8x6_SRGB_BLOCK
◦ VK_FORMAT_ASTC_8x8_UNORM_BLOCK
◦ VK_FORMAT_ASTC_8x8_SRGB_BLOCK
◦ VK_FORMAT_ASTC_10x5_UNORM_BLOCK
◦ VK_FORMAT_ASTC_10x5_SRGB_BLOCK
◦ VK_FORMAT_ASTC_10x6_UNORM_BLOCK
◦ VK_FORMAT_ASTC_10x6_SRGB_BLOCK
◦ VK_FORMAT_ASTC_10x8_UNORM_BLOCK
◦ VK_FORMAT_ASTC_10x8_SRGB_BLOCK
◦ VK_FORMAT_ASTC_10x10_UNORM_BLOCK
◦ VK_FORMAT_ASTC_10x10_SRGB_BLOCK
◦ VK_FORMAT_ASTC_12x10_UNORM_BLOCK
◦ VK_FORMAT_ASTC_12x10_SRGB_BLOCK
◦ VK_FORMAT_ASTC_12x12_UNORM_BLOCK
◦ VK_FORMAT_ASTC_12x12_SRGB_BLOCK
• textureCompressionBC specifies whether all of the BC compressed texture formats are supported.
If this feature is enabled, then the VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT,
VK_FORMAT_FEATURE_BLIT_SRC_BIT and VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_LINEAR_BIT
features must be supported in optimalTilingFeatures for the following formats:
◦ VK_FORMAT_BC1_RGB_UNORM_BLOCK
◦ VK_FORMAT_BC1_RGB_SRGB_BLOCK
◦ VK_FORMAT_BC1_RGBA_UNORM_BLOCK
◦ VK_FORMAT_BC1_RGBA_SRGB_BLOCK
◦ VK_FORMAT_BC2_UNORM_BLOCK
◦ VK_FORMAT_BC2_SRGB_BLOCK
◦ VK_FORMAT_BC3_SRGB_BLOCK
◦ VK_FORMAT_BC4_UNORM_BLOCK
◦ VK_FORMAT_BC4_SNORM_BLOCK
◦ VK_FORMAT_BC5_UNORM_BLOCK
◦ VK_FORMAT_BC5_SNORM_BLOCK
◦ VK_FORMAT_BC6H_UFLOAT_BLOCK
◦ VK_FORMAT_BC6H_SFLOAT_BLOCK
◦ VK_FORMAT_BC7_UNORM_BLOCK
◦ VK_FORMAT_BC7_SRGB_BLOCK
• occlusionQueryPrecise specifies whether occlusion queries returning actual sample counts are
supported. Occlusion queries are created in a VkQueryPool by specifying the queryType of
VK_QUERY_TYPE_OCCLUSION in the VkQueryPoolCreateInfo structure which is passed to
vkCreateQueryPool. If this feature is enabled, queries of this type can enable
VK_QUERY_CONTROL_PRECISE_BIT in the flags parameter to vkCmdBeginQuery. If this feature is not
supported, the implementation supports only boolean occlusion queries. When any samples are
passed, boolean queries will return a non-zero result value, otherwise a result value of zero is
returned. When this feature is enabled and VK_QUERY_CONTROL_PRECISE_BIT is set, occlusion
queries will report the actual number of samples passed.
• pipelineStatisticsQuery specifies whether the pipeline statistics queries are supported. If this
feature is not enabled, queries of type VK_QUERY_TYPE_PIPELINE_STATISTICS cannot be created,
and none of the VkQueryPipelineStatisticFlagBits bits can be set in the pipelineStatistics
member of the VkQueryPoolCreateInfo structure.
• fragmentStoresAndAtomics specifies whether storage buffers and images support stores and
atomic operations in the fragment shader stage. If this feature is not enabled, all storage image,
storage texel buffers, and storage buffer variables used by the fragment stage in shader
modules must be decorated with the NonWritable decoration (or the readonly memory qualifier
in GLSL).
• shaderImageGatherExtended specifies whether the extended set of image gather instructions are
available in shader code. If this feature is not enabled, the OpImage*Gather instructions do not
support the Offset and ConstOffsets operands. This also specifies whether shader modules can
declare the ImageGatherExtended capability.
◦ VK_FORMAT_R16G16_SFLOAT
◦ VK_FORMAT_B10G11R11_UFLOAT_PACK32
◦ VK_FORMAT_R16_SFLOAT
◦ VK_FORMAT_R16G16B16A16_UNORM
◦ VK_FORMAT_A2B10G10R10_UNORM_PACK32
◦ VK_FORMAT_R16G16_UNORM
◦ VK_FORMAT_R8G8_UNORM
◦ VK_FORMAT_R16_UNORM
◦ VK_FORMAT_R8_UNORM
◦ VK_FORMAT_R16G16B16A16_SNORM
◦ VK_FORMAT_R16G16_SNORM
◦ VK_FORMAT_R8G8_SNORM
◦ VK_FORMAT_R16_SNORM
◦ VK_FORMAT_R8_SNORM
◦ VK_FORMAT_R16G16_SINT
◦ VK_FORMAT_R8G8_SINT
◦ VK_FORMAT_R16_SINT
◦ VK_FORMAT_R8_SINT
◦ VK_FORMAT_A2B10G10R10_UINT_PACK32
◦ VK_FORMAT_R16G16_UINT
◦ VK_FORMAT_R8G8_UINT
◦ VK_FORMAT_R16_UINT
◦ VK_FORMAT_R8_UINT
• shaderClipDistance specifies whether clip distances are supported in shader code. If this feature
is not enabled, any members decorated with the ClipDistance built-in decoration must not be
read from or written to in shader modules. This also specifies whether shader modules can
declare the ClipDistance capability.
• shaderCullDistance specifies whether cull distances are supported in shader code. If this feature
is not enabled, any members decorated with the CullDistance built-in decoration must not be
read from or written to in shader modules. This also specifies whether shader modules can
declare the CullDistance capability.
• shaderFloat64 specifies whether 64-bit floats (doubles) are supported in shader code. If this
feature is not enabled, 64-bit floating-point types must not be used in shader code. This also
specifies whether shader modules can declare the Float64 capability. Declaring and using 64-bit
floats is enabled for all storage classes that SPIR-V allows with the Float64 capability.
• shaderInt64 specifies whether 64-bit integers (signed and unsigned) are supported in shader
code. If this feature is not enabled, 64-bit integer types must not be used in shader code. This
also specifies whether shader modules can declare the Int64 capability. Declaring and using 64-
bit integers is enabled for all storage classes that SPIR-V allows with the Int64 capability.
• shaderInt16 specifies whether 16-bit integers (signed and unsigned) are supported in shader
code. If this feature is not enabled, 16-bit integer types must not be used in shader code. This
also specifies whether shader modules can declare the Int16 capability. However, this only
enables a subset of the storage classes that SPIR-V allows for the Int16 SPIR-V capability:
Declaring and using 16-bit integers in the Private, Workgroup, and Function storage classes is
enabled, while declaring them in the interface storage classes (e.g., UniformConstant, Uniform,
StorageBuffer, Input, Output, and PushConstant) is not enabled.
• shaderResourceMinLod specifies whether image operations specifying the minimum resource LOD
are supported in shader code. If this feature is not enabled, the MinLod image operand must not
be used in shader code. This also specifies whether shader modules can declare the MinLod
capability.
• sparseBinding specifies whether resource memory can be managed at opaque sparse block level
instead of at the object level. If this feature is not enabled, resource memory must be bound
only on a per-object basis using the vkBindBufferMemory and vkBindImageMemory commands. In
this case, buffers and images must not be created with VK_BUFFER_CREATE_SPARSE_BINDING_BIT
and VK_IMAGE_CREATE_SPARSE_BINDING_BIT set in the flags member of the VkBufferCreateInfo and
VkImageCreateInfo structures, respectively. Otherwise resource memory can be managed as
described in Sparse Resource Features.
• sparseResidencyImage2D specifies whether the device can access partially resident 2D images
with 1 sample per pixel. If this feature is not enabled, images with an imageType of
VK_IMAGE_TYPE_2D and samples set to VK_SAMPLE_COUNT_1_BIT must not be created with
VK_IMAGE_CREATE_SPARSE_RESIDENCY_BIT set in the flags member of the VkImageCreateInfo
structure.
• sparseResidencyImage3D specifies whether the device can access partially resident 3D images. If
this feature is not enabled, images with an imageType of VK_IMAGE_TYPE_3D must not be created
with VK_IMAGE_CREATE_SPARSE_RESIDENCY_BIT set in the flags member of the VkImageCreateInfo
structure.
• sparseResidency2Samples specifies whether the physical device can access partially resident 2D
images with 2 samples per pixel. If this feature is not enabled, images with an imageType of
VK_IMAGE_TYPE_2D and samples set to VK_SAMPLE_COUNT_2_BIT must not be created with
VK_IMAGE_CREATE_SPARSE_RESIDENCY_BIT set in the flags member of the VkImageCreateInfo
structure.
• sparseResidency4Samples specifies whether the physical device can access partially resident 2D
images with 4 samples per pixel. If this feature is not enabled, images with an imageType of
VK_IMAGE_TYPE_2D and samples set to VK_SAMPLE_COUNT_4_BIT must not be created with
VK_IMAGE_CREATE_SPARSE_RESIDENCY_BIT set in the flags member of the VkImageCreateInfo
structure.
• sparseResidency8Samples specifies whether the physical device can access partially resident 2D
images with 8 samples per pixel. If this feature is not enabled, images with an imageType of
VK_IMAGE_TYPE_2D and samples set to VK_SAMPLE_COUNT_8_BIT must not be created with
VK_IMAGE_CREATE_SPARSE_RESIDENCY_BIT set in the flags member of the VkImageCreateInfo
structure.
• sparseResidency16Samples specifies whether the physical device can access partially resident 2D
images with 16 samples per pixel. If this feature is not enabled, images with an imageType of
VK_IMAGE_TYPE_2D and samples set to VK_SAMPLE_COUNT_16_BIT must not be created with
VK_IMAGE_CREATE_SPARSE_RESIDENCY_BIT set in the flags member of the VkImageCreateInfo
structure.
• sparseResidencyAliased specifies whether the physical device can correctly access data aliased
into multiple locations. If this feature is not enabled, the VK_BUFFER_CREATE_SPARSE_ALIASED_BIT
and VK_IMAGE_CREATE_SPARSE_ALIASED_BIT enum values must not be used in flags members of the
VkBufferCreateInfo and VkImageCreateInfo structures, respectively.
• variableMultisampleRate specifies whether all pipelines that will be bound to a command buffer
during a subpass which uses no attachments must have the same value for
VkPipelineMultisampleStateCreateInfo::rasterizationSamples. If set to VK_TRUE, the
implementation supports variable multisample rates in a subpass which uses no attachments. If
set to VK_FALSE, then all pipelines bound in such a subpass must have the same multisample
rate. This has no effect in situations where a subpass uses any attachments.
// Provided by VK_VERSION_1_2
typedef struct VkPhysicalDeviceVulkan11Features {
VkStructureType sType;
void* pNext;
VkBool32 storageBuffer16BitAccess;
VkBool32 uniformAndStorageBuffer16BitAccess;
VkBool32 storagePushConstant16;
VkBool32 storageInputOutput16;
VkBool32 multiview;
VkBool32 multiviewGeometryShader;
VkBool32 multiviewTessellationShader;
VkBool32 variablePointersStorageBuffer;
VkBool32 variablePointers;
VkBool32 protectedMemory;
VkBool32 samplerYcbcrConversion;
VkBool32 shaderDrawParameters;
} VkPhysicalDeviceVulkan11Features;
• storagePushConstant16 specifies whether objects in the PushConstant storage class can have 16-
bit integer and 16-bit floating-point members. If this feature is not enabled, 16-bit integer or
floating-point members must not be used in such objects. This also specifies whether shader
modules can declare the StoragePushConstant16 capability.
• storageInputOutput16 specifies whether objects in the Input and Output storage classes can have
16-bit integer and 16-bit floating-point members. If this feature is not enabled, 16-bit integer or
16-bit floating-point members must not be used in such objects. This also specifies whether
shader modules can declare the StorageInputOutput16 capability.
• multiview specifies whether the implementation supports multiview rendering within a render
pass. If this feature is not enabled, the view mask of each subpass must always be zero.
// Provided by VK_VERSION_1_2
typedef struct VkPhysicalDeviceVulkan12Features {
VkStructureType sType;
void* pNext;
VkBool32 samplerMirrorClampToEdge;
VkBool32 drawIndirectCount;
VkBool32 storageBuffer8BitAccess;
VkBool32 uniformAndStorageBuffer8BitAccess;
VkBool32 storagePushConstant8;
VkBool32 shaderBufferInt64Atomics;
VkBool32 shaderSharedInt64Atomics;
VkBool32 shaderFloat16;
VkBool32 shaderInt8;
VkBool32 descriptorIndexing;
VkBool32 shaderInputAttachmentArrayDynamicIndexing;
VkBool32 shaderUniformTexelBufferArrayDynamicIndexing;
VkBool32 shaderStorageTexelBufferArrayDynamicIndexing;
VkBool32 shaderUniformBufferArrayNonUniformIndexing;
• storagePushConstant8 indicates whether objects in the PushConstant storage class can have 8-bit
integer members. If this feature is not enabled, 8-bit integer members must not be used in such
objects. This also indicates whether shader modules can declare the StoragePushConstant8
capability.
• shaderBufferInt64Atomics indicates whether shaders can perform 64-bit unsigned and signed
integer atomic operations on buffers.
• shaderSharedInt64Atomics indicates whether shaders can perform 64-bit unsigned and signed
integer atomic operations on shared memory.
• shaderFloat16 indicates whether 16-bit floats (halfs) are supported in shader code. This also
indicates whether shader modules can declare the Float16 capability. However, this only
enables a subset of the storage classes that SPIR-V allows for the Float16 SPIR-V capability:
Declaring and using 16-bit floats in the Private, Workgroup, and Function storage classes is
enabled, while declaring them in the interface storage classes (e.g., UniformConstant, Uniform,
StorageBuffer, Input, Output, and PushConstant) is not enabled.
• shaderInt8 indicates whether 8-bit integers (signed and unsigned) are supported in shader code.
This also indicates whether shader modules can declare the Int8 capability. However, this only
enables a subset of the storage classes that SPIR-V allows for the Int8 SPIR-V capability:
Declaring and using 8-bit integers in the Private, Workgroup, and Function storage classes is
enabled, while declaring them in the interface storage classes (e.g., UniformConstant, Uniform,
StorageBuffer, Input, Output, and PushConstant) is not enabled.
• scalarBlockLayout indicates that the implementation supports the layout of resource blocks in
• imagelessFramebuffer indicates that the implementation supports specifying the image view for
attachments at render pass begin time via VkRenderPassAttachmentBeginInfo.
• uniformBufferStandardLayout indicates that the implementation supports the same layouts for
uniform buffers as for storage and other kinds of buffers. See Standard Buffer Layout.
• hostQueryReset indicates that the implementation supports resetting queries from the host with
vkResetQueryPool.
• vulkanMemoryModelDeviceScope indicates whether the Vulkan Memory Model can use Device
scope synchronization. This also indicates whether shader modules can declare the
VulkanMemoryModelDeviceScope capability.
// Provided by VK_VERSION_1_1
typedef struct VkPhysicalDeviceVariablePointersFeatures {
VkStructureType sType;
void* pNext;
VkBool32 variablePointersStorageBuffer;
VkBool32 variablePointers;
} VkPhysicalDeviceVariablePointersFeatures;
Valid Usage
// Provided by VK_VERSION_1_1
typedef struct VkPhysicalDeviceMultiviewFeatures {
VkStructureType sType;
void* pNext;
VkBool32 multiview;
VkBool32 multiviewGeometryShader;
VkBool32 multiviewTessellationShader;
} VkPhysicalDeviceMultiviewFeatures;
• multiview specifies whether the implementation supports multiview rendering within a render
pass. If this feature is not enabled, the view mask of each subpass must always be zero.
Valid Usage
To query 64-bit atomic support for signed and unsigned integers call vkGetPhysicalDeviceFeatures2
with a VkPhysicalDeviceShaderAtomicInt64Features structure included in the pNext chain of its
// Provided by VK_VERSION_1_2
typedef struct VkPhysicalDeviceShaderAtomicInt64Features {
VkStructureType sType;
void* pNext;
VkBool32 shaderBufferInt64Atomics;
VkBool32 shaderSharedInt64Atomics;
} VkPhysicalDeviceShaderAtomicInt64Features;
• shaderBufferInt64Atomics indicates whether shaders can perform 64-bit unsigned and signed
integer atomic operations on buffers.
• shaderSharedInt64Atomics indicates whether shaders can perform 64-bit unsigned and signed
integer atomic operations on shared memory.
// Provided by VK_VERSION_1_2
typedef struct VkPhysicalDevice8BitStorageFeatures {
VkStructureType sType;
void* pNext;
VkBool32 storageBuffer8BitAccess;
VkBool32 uniformAndStorageBuffer8BitAccess;
VkBool32 storagePushConstant8;
} VkPhysicalDevice8BitStorageFeatures;
• storagePushConstant8 indicates whether objects in the PushConstant storage class can have 8-bit
integer members. If this feature is not enabled, 8-bit integer members must not be used in such
objects. This also indicates whether shader modules can declare the StoragePushConstant8
capability.
// Provided by VK_VERSION_1_1
typedef struct VkPhysicalDevice16BitStorageFeatures {
VkStructureType sType;
void* pNext;
VkBool32 storageBuffer16BitAccess;
VkBool32 uniformAndStorageBuffer16BitAccess;
VkBool32 storagePushConstant16;
VkBool32 storageInputOutput16;
} VkPhysicalDevice16BitStorageFeatures;
• storagePushConstant16 specifies whether objects in the PushConstant storage class can have 16-
bit integer and 16-bit floating-point members. If this feature is not enabled, 16-bit integer or
floating-point members must not be used in such objects. This also specifies whether shader
modules can declare the StoragePushConstant16 capability.
• storageInputOutput16 specifies whether objects in the Input and Output storage classes can have
16-bit integer and 16-bit floating-point members. If this feature is not enabled, 16-bit integer or
16-bit floating-point members must not be used in such objects. This also specifies whether
shader modules can declare the StorageInputOutput16 capability.
// Provided by VK_VERSION_1_2
typedef struct VkPhysicalDeviceShaderFloat16Int8Features {
VkStructureType sType;
void* pNext;
VkBool32 shaderFloat16;
VkBool32 shaderInt8;
} VkPhysicalDeviceShaderFloat16Int8Features;
• shaderFloat16 indicates whether 16-bit floats (halfs) are supported in shader code. This also
indicates whether shader modules can declare the Float16 capability. However, this only
enables a subset of the storage classes that SPIR-V allows for the Float16 SPIR-V capability:
Declaring and using 16-bit floats in the Private, Workgroup, and Function storage classes is
enabled, while declaring them in the interface storage classes (e.g., UniformConstant, Uniform,
StorageBuffer, Input, Output, and PushConstant) is not enabled.
• shaderInt8 indicates whether 8-bit integers (signed and unsigned) are supported in shader code.
This also indicates whether shader modules can declare the Int8 capability. However, this only
enables a subset of the storage classes that SPIR-V allows for the Int8 SPIR-V capability:
Declaring and using 8-bit integers in the Private, Workgroup, and Function storage classes is
// Provided by VK_VERSION_1_1
typedef struct VkPhysicalDeviceSamplerYcbcrConversionFeatures {
VkStructureType sType;
void* pNext;
VkBool32 samplerYcbcrConversion;
} VkPhysicalDeviceSamplerYcbcrConversionFeatures;
// Provided by VK_VERSION_1_1
typedef struct VkPhysicalDeviceProtectedMemoryFeatures {
VkStructureType sType;
void* pNext;
VkBool32 protectedMemory;
} VkPhysicalDeviceProtectedMemoryFeatures;
// Provided by VK_VERSION_1_1
typedef struct VkPhysicalDeviceShaderDrawParametersFeatures {
VkStructureType sType;
void* pNext;
VkBool32 shaderDrawParameters;
} VkPhysicalDeviceShaderDrawParametersFeatures;
// Provided by VK_VERSION_1_2
typedef struct VkPhysicalDeviceDescriptorIndexingFeatures {
VkStructureType sType;
void* pNext;
VkBool32 shaderInputAttachmentArrayDynamicIndexing;
VkBool32 shaderUniformTexelBufferArrayDynamicIndexing;
VkBool32 shaderStorageTexelBufferArrayDynamicIndexing;
VkBool32 shaderUniformBufferArrayNonUniformIndexing;
VkBool32 shaderSampledImageArrayNonUniformIndexing;
VkBool32 shaderStorageBufferArrayNonUniformIndexing;
VkBool32 shaderStorageImageArrayNonUniformIndexing;
VkBool32 shaderInputAttachmentArrayNonUniformIndexing;
VkBool32 shaderUniformTexelBufferArrayNonUniformIndexing;
VkBool32 shaderStorageTexelBufferArrayNonUniformIndexing;
VkBool32 descriptorBindingUniformBufferUpdateAfterBind;
VkBool32 descriptorBindingSampledImageUpdateAfterBind;
VkBool32 descriptorBindingStorageImageUpdateAfterBind;
VkBool32 descriptorBindingStorageBufferUpdateAfterBind;
VkBool32 descriptorBindingUniformTexelBufferUpdateAfterBind;
VkBool32 descriptorBindingStorageTexelBufferUpdateAfterBind;
VkBool32 descriptorBindingUpdateUnusedWhilePending;
VkBool32 descriptorBindingPartiallyBound;
VkBool32 descriptorBindingVariableDescriptorCount;
VkBool32 runtimeDescriptorArray;
} VkPhysicalDeviceDescriptorIndexingFeatures;
// Provided by VK_VERSION_1_2
typedef struct VkPhysicalDeviceVulkanMemoryModelFeatures {
VkStructureType sType;
void* pNext;
VkBool32 vulkanMemoryModel;
VkBool32 vulkanMemoryModelDeviceScope;
VkBool32 vulkanMemoryModelAvailabilityVisibilityChains;
} VkPhysicalDeviceVulkanMemoryModelFeatures;
• vulkanMemoryModelDeviceScope indicates whether the Vulkan Memory Model can use Device
// Provided by VK_VERSION_1_2
typedef struct VkPhysicalDeviceScalarBlockLayoutFeatures {
VkStructureType sType;
void* pNext;
VkBool32 scalarBlockLayout;
} VkPhysicalDeviceScalarBlockLayoutFeatures;
• scalarBlockLayout indicates that the implementation supports the layout of resource blocks in
shaders using scalar alignment.
// Provided by VK_VERSION_1_2
typedef struct VkPhysicalDeviceUniformBufferStandardLayoutFeatures {
VkStructureType sType;
void* pNext;
VkBool32 uniformBufferStandardLayout;
} VkPhysicalDeviceUniformBufferStandardLayoutFeatures;
• sType must be
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_UNIFORM_BUFFER_STANDARD_LAYOUT_FEATURES
// Provided by VK_VERSION_1_2
typedef struct VkPhysicalDeviceBufferDeviceAddressFeatures {
VkStructureType sType;
void* pNext;
VkBool32 bufferDeviceAddress;
VkBool32 bufferDeviceAddressCaptureReplay;
VkBool32 bufferDeviceAddressMultiDevice;
} VkPhysicalDeviceBufferDeviceAddressFeatures;
Note
// Provided by VK_VERSION_1_2
typedef struct VkPhysicalDeviceImagelessFramebufferFeatures {
VkStructureType sType;
void* pNext;
VkBool32 imagelessFramebuffer;
} VkPhysicalDeviceImagelessFramebufferFeatures;
• imagelessFramebuffer indicates that the implementation supports specifying the image view for
attachments at render pass begin time via VkRenderPassAttachmentBeginInfo.
// Provided by VK_VERSION_1_2
typedef struct VkPhysicalDeviceShaderSubgroupExtendedTypesFeatures {
VkStructureType sType;
void* pNext;
VkBool32 shaderSubgroupExtendedTypes;
} VkPhysicalDeviceShaderSubgroupExtendedTypesFeatures;
• sType must be
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_SUBGROUP_EXTENDED_TYPES_FEATURES
// Provided by VK_VERSION_1_2
typedef struct VkPhysicalDeviceHostQueryResetFeatures {
VkStructureType sType;
void* pNext;
VkBool32 hostQueryReset;
} VkPhysicalDeviceHostQueryResetFeatures;
• hostQueryReset indicates that the implementation supports resetting queries from the host with
vkResetQueryPool.
// Provided by VK_VERSION_1_2
typedef struct VkPhysicalDeviceTimelineSemaphoreFeatures {
VkStructureType sType;
void* pNext;
VkBool32 timelineSemaphore;
} VkPhysicalDeviceTimelineSemaphoreFeatures;
// Provided by VK_VERSION_1_2
typedef struct VkPhysicalDeviceSeparateDepthStencilLayoutsFeatures {
VkStructureType sType;
void* pNext;
VkBool32 separateDepthStencilLayouts;
} VkPhysicalDeviceSeparateDepthStencilLayoutsFeatures;
• sType must be
VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SEPARATE_DEPTH_STENCIL_LAYOUTS_FEATURES
• robustBufferAccess
◦ shaderSampledImageArrayDynamicIndexing
◦ shaderStorageBufferArrayDynamicIndexing
◦ shaderUniformTexelBufferArrayDynamicIndexing
◦ shaderStorageTexelBufferArrayDynamicIndexing
◦ shaderSampledImageArrayNonUniformIndexing
◦ shaderStorageBufferArrayNonUniformIndexing
◦ shaderUniformTexelBufferArrayNonUniformIndexing
◦ descriptorBindingSampledImageUpdateAfterBind
◦ descriptorBindingStorageImageUpdateAfterBind
◦ descriptorBindingUpdateUnusedWhilePending
◦ descriptorBindingPartiallyBound
◦ runtimeDescriptorArray
Note
Limits are reported via the basic VkPhysicalDeviceLimits structure, as well as the
extensible structure VkPhysicalDeviceProperties2, which was added in
[VK_KHR_get_physical_device_properties2] and included in Vulkan 1.1. When limits
are added in future Vulkan versions or extensions, each extension should
introduce one new limit structure, if needed. This structure can be added to the
pNext chain of the VkPhysicalDeviceProperties2 structure.
// Provided by VK_VERSION_1_0
typedef struct VkPhysicalDeviceLimits {
uint32_t maxImageDimension1D;
uint32_t maxImageDimension2D;
uint32_t maxImageDimension3D;
uint32_t maxImageDimensionCube;
uint32_t maxImageArrayLayers;
uint32_t maxTexelBufferElements;
uint32_t maxUniformBufferRange;
uint32_t maxStorageBufferRange;
uint32_t maxPushConstantsSize;
uint32_t maxMemoryAllocationCount;
uint32_t maxSamplerAllocationCount;
VkDeviceSize bufferImageGranularity;
VkDeviceSize sparseAddressSpaceSize;
uint32_t maxBoundDescriptorSets;
uint32_t maxPerStageDescriptorSamplers;
uint32_t maxPerStageDescriptorUniformBuffers;
uint32_t maxPerStageDescriptorStorageBuffers;
uint32_t maxPerStageDescriptorSampledImages;
uint32_t maxPerStageDescriptorStorageImages;
uint32_t maxPerStageDescriptorInputAttachments;
uint32_t maxPerStageResources;
uint32_t maxDescriptorSetSamplers;
uint32_t maxDescriptorSetUniformBuffers;
uint32_t maxDescriptorSetUniformBuffersDynamic;
uint32_t maxDescriptorSetStorageBuffers;
uint32_t maxDescriptorSetStorageBuffersDynamic;
uint32_t maxDescriptorSetSampledImages;
uint32_t maxDescriptorSetStorageImages;
uint32_t maxDescriptorSetInputAttachments;
uint32_t maxVertexInputAttributes;
uint32_t maxVertexInputBindings;
uint32_t maxVertexInputAttributeOffset;
The VkPhysicalDeviceLimits are properties of the physical device. These are available in the limits
member of the VkPhysicalDeviceProperties structure which is returned from
vkGetPhysicalDeviceProperties.
• maxImageDimension1D is the largest dimension (width) that is guaranteed to be supported for all
images created with an imageType of VK_IMAGE_TYPE_1D. Some combinations of image parameters
(format, usage, etc.) may allow support for larger dimensions, which can be queried using
vkGetPhysicalDeviceImageFormatProperties.
• maxUniformBufferRange is the maximum value that can be specified in the range member of any
VkDescriptorBufferInfo structures passed to a call to vkUpdateDescriptorSets for descriptors of
type VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER or VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC.
• maxStorageBufferRange is the maximum value that can be specified in the range member of any
VkDescriptorBufferInfo structures passed to a call to vkUpdateDescriptorSets for descriptors of
type VK_DESCRIPTOR_TYPE_STORAGE_BUFFER or VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC.
• maxPushConstantsSize is the maximum size, in bytes, of the pool of push constant memory. For
each of the push constant ranges indicated by the pPushConstantRanges member of the
VkPipelineLayoutCreateInfo structure, (offset + size) must be less than or equal to this limit.
• sparseAddressSpaceSize is the total amount of address space available, in bytes, for sparse
memory resources. This is an upper bound on the sum of the size of all sparse resources,
regardless of whether any memory is bound to them.
• maxVertexInputAttributeOffset is the maximum vertex input attribute offset that can be added
to the vertex input binding stride. The offset member of the VkVertexInputAttributeDescription
structure must be less than or equal to this limit. See Vertex Input Description.
• maxVertexInputBindingStride is the maximum vertex input binding stride that can be specified
in a vertex input binding. The stride member of the VkVertexInputBindingDescription structure
must be less than or equal to this limit. See Vertex Input Description.
• maxComputeSharedMemorySize is the maximum total storage size, in bytes, available for variables
declared with the Workgroup storage class in shader modules (or with the shared storage qualifier
in GLSL) in the compute shader stage. The amount of storage consumed by the variables
declared with the Workgroup storage class is implementation-dependent. However, the amount of
storage consumed may not exceed the largest block size that would be obtained if all active
variables declared with Workgroup storage class were assigned offsets in an arbitrary order by
successively taking the smallest valid offset according to the Standard Storage Buffer Layout
rules. (This is equivalent to using the GLSL std430 layout rules.)
• maxDrawIndexedIndexValue is the maximum index value that can be used for indexed draw calls
when using 32-bit indices. This excludes the primitive restart index value of 0xFFFFFFFF. See
fullDrawIndexUint32.
• maxDrawIndirectCount is the maximum draw count that is supported for indirect draw calls. See
multiDrawIndirect.
• maxSamplerLodBias is the maximum absolute sampler LOD bias. The sum of the mipLodBias
member of the VkSamplerCreateInfo structure and the Bias operand of image sampling
operations in shader modules (or 0 if no Bias operand is provided to an image sampling
operation) are clamped to the range [-maxSamplerLodBias,+maxSamplerLodBias]. See [samplers-
mipLodBias].
• maxViewports is the maximum number of active viewports. The viewportCount member of the
VkPipelineViewportStateCreateInfo structure that is provided at pipeline creation must be less
than or equal to this limit.
• maxViewportDimensions[2] are the maximum viewport dimensions in the X (width) and Y (height)
dimensions, respectively. The maximum viewport dimensions must be greater than or equal to
the largest image which can be created and used as a framebuffer attachment. See Controlling
the Viewport.
• viewportBoundsRange[2] is the [minimum, maximum] range that the corners of a viewport must
be contained in. This range must be at least [-2 × size, 2 × size - 1], where size =
max(maxViewportDimensions[0], maxViewportDimensions[1]). See Controlling the Viewport.
Note
The intent of the viewportBoundsRange limit is to allow a maximum sized
viewport to be arbitrarily shifted relative to the output target as long as at least
some portion intersects. This would give a bounds limit of [-size + 1, 2 × size -
1] which would allow all possible non-empty-set intersections of the output
target and the viewport. Since these numbers are typically powers of two,
picking the signed number range using the smallest possible number of bits
ends up with the specified range.
• viewportSubPixelBits is the number of bits of subpixel precision for viewport bounds. The
subpixel precision that floating-point viewport bounds are interpreted at is given by this limit.
• minTexelOffset is the minimum offset value for the ConstOffset image operand of any of the
OpImageSample* or OpImageFetch* image instructions.
• maxTexelOffset is the maximum offset value for the ConstOffset image operand of any of the
OpImageSample* or OpImageFetch* image instructions.
• minTexelGatherOffset is the minimum offset value for the Offset, ConstOffset, or ConstOffsets
image operands of any of the OpImage*Gather image instructions.
• maxTexelGatherOffset is the maximum offset value for the Offset, ConstOffset, or ConstOffsets
image operands of any of the OpImage*Gather image instructions.
• minInterpolationOffset is the minimum negative offset value for the offset operand of the
InterpolateAtOffset extended instruction.
• maxInterpolationOffset is the maximum positive offset value for the offset operand of the
InterpolateAtOffset extended instruction.
• subPixelInterpolationOffsetBits is the number of subpixel fractional bits that the x and y offsets
to the InterpolateAtOffset extended instruction may be rounded to as fixed-point values.
• maxFramebufferWidth is the maximum width for a framebuffer. The width member of the
VkFramebufferCreateInfo structure must be less than or equal to this limit.
• maxFramebufferHeight is the maximum height for a framebuffer. The height member of the
VkFramebufferCreateInfo structure must be less than or equal to this limit.
• maxFramebufferLayers is the maximum layer count for a layered framebuffer. The layers
member of the VkFramebufferCreateInfo structure must be less than or equal to this limit.
1
• framebufferColorSampleCounts is a bitmask of VkSampleCountFlagBits indicating the color
sample counts that are supported for all framebuffer color attachments with floating- or fixed-
point formats. There is no limit that specifies the color sample counts that are supported for all
color attachments with integer formats.
1
• framebufferDepthSampleCounts is a bitmask of VkSampleCountFlagBits indicating the supported
depth sample counts for all framebuffer depth/stencil attachments, when the format includes a
depth component.
1
• framebufferStencilSampleCounts is a bitmask of VkSampleCountFlagBits indicating the
supported stencil sample counts for all framebuffer depth/stencil attachments, when the format
includes a stencil component.
1
• framebufferNoAttachmentsSampleCounts is a bitmask of VkSampleCountFlagBits indicating the
• maxSampleMaskWords is the maximum number of array elements of a variable decorated with the
SampleMask built-in decoration.
• maxClipDistances is the maximum number of clip distances that can be used in a single shader
stage. The size of any array declared with the ClipDistance built-in decoration in a shader
module must be less than or equal to this limit.
• maxCullDistances is the maximum number of cull distances that can be used in a single shader
stage. The size of any array declared with the CullDistance built-in decoration in a shader
module must be less than or equal to this limit.
• pointSizeRange[2] is the range [minimum,maximum] of supported sizes for points. Values written to
• lineWidthRange[2] is the range [minimum,maximum] of supported widths for lines. Values specified
by the lineWidth member of the VkPipelineRasterizationStateCreateInfo or the lineWidth
parameter to vkCmdSetLineWidth are clamped to this range.
• pointSizeGranularity is the granularity of supported point sizes. Not all point sizes in the range
defined by pointSizeRange are supported. This limit specifies the granularity (or increment)
between successive supported point sizes.
• lineWidthGranularity is the granularity of supported line widths. Not all line widths in the range
defined by lineWidthRange are supported. This limit specifies the granularity (or increment)
between successive supported line widths.
• strictLines specifies whether lines are rasterized according to the preferred method of
rasterization. If set to VK_FALSE, lines may be rasterized under a relaxed set of rules. If set to
VK_TRUE, lines are rasterized as per the strict definition. See Basic Line Segment Rasterization.
• nonCoherentAtomSize is the size and alignment in bytes that bounds concurrent access to host-
mapped device memory.
1
For all bitmasks of VkSampleCountFlagBits, the sample count limits defined above represent the
minimum supported sample counts for each image type. Individual images may support
additional sample counts, which are queried using vkGetPhysicalDeviceImageFormatProperties
as described in Supported Sample Counts.
Bits which may be set in the sample count limits returned by VkPhysicalDeviceLimits, as well as in
other queries and structures representing image sample counts, are:
// Provided by VK_VERSION_1_0
typedef VkFlags VkSampleCountFlags;
// Provided by VK_VERSION_1_1
typedef struct VkPhysicalDeviceMultiviewProperties {
VkStructureType sType;
void* pNext;
uint32_t maxMultiviewViewCount;
uint32_t maxMultiviewInstanceIndex;
} VkPhysicalDeviceMultiviewProperties;
• maxMultiviewViewCount is one greater than the maximum view index that can be used in a
subpass.
// Provided by VK_VERSION_1_2
typedef struct VkPhysicalDeviceFloatControlsProperties {
VkStructureType sType;
void* pNext;
VkShaderFloatControlsIndependence denormBehaviorIndependence;
VkShaderFloatControlsIndependence roundingModeIndependence;
VkBool32 shaderSignedZeroInfNanPreserveFloat16;
VkBool32 shaderSignedZeroInfNanPreserveFloat32;
VkBool32 shaderSignedZeroInfNanPreserveFloat64;
VkBool32 shaderDenormPreserveFloat16;
VkBool32 shaderDenormPreserveFloat32;
VkBool32 shaderDenormPreserveFloat64;
VkBool32 shaderDenormFlushToZeroFloat16;
VkBool32 shaderDenormFlushToZeroFloat32;
VkBool32 shaderDenormFlushToZeroFloat64;
VkBool32 shaderRoundingModeRTEFloat16;
VkBool32 shaderRoundingModeRTEFloat32;
VkBool32 shaderRoundingModeRTEFloat64;
VkBool32 shaderRoundingModeRTZFloat16;
VkBool32 shaderRoundingModeRTZFloat32;
VkBool32 shaderRoundingModeRTZFloat64;
} VkPhysicalDeviceFloatControlsProperties;
// Provided by VK_VERSION_1_2
typedef enum VkShaderFloatControlsIndependence {
VK_SHADER_FLOAT_CONTROLS_INDEPENDENCE_32_BIT_ONLY = 0,
VK_SHADER_FLOAT_CONTROLS_INDEPENDENCE_ALL = 1,
VK_SHADER_FLOAT_CONTROLS_INDEPENDENCE_NONE = 2,
} VkShaderFloatControlsIndependence;
• VK_SHADER_FLOAT_CONTROLS_INDEPENDENCE_ALL specifies that shader float controls for all bit widths
can be set independently.
• VK_SHADER_FLOAT_CONTROLS_INDEPENDENCE_NONE specifies that shader float controls for all bit widths
must be set identically.
// Provided by VK_VERSION_1_1
typedef struct VkPhysicalDevicePointClippingProperties {
VkStructureType sType;
void* pNext;
VkPointClippingBehavior pointClippingBehavior;
} VkPhysicalDevicePointClippingProperties;
// Provided by VK_VERSION_1_1
typedef struct VkPhysicalDeviceSubgroupProperties {
VkStructureType sType;
void* pNext;
uint32_t subgroupSize;
VkShaderStageFlags supportedStages;
VkSubgroupFeatureFlags supportedOperations;
VkBool32 quadOperationsInAllStages;
} VkPhysicalDeviceSubgroupProperties;
// Provided by VK_VERSION_1_1
typedef enum VkSubgroupFeatureFlagBits {
VK_SUBGROUP_FEATURE_BASIC_BIT = 0x00000001,
VK_SUBGROUP_FEATURE_VOTE_BIT = 0x00000002,
VK_SUBGROUP_FEATURE_ARITHMETIC_BIT = 0x00000004,
VK_SUBGROUP_FEATURE_BALLOT_BIT = 0x00000008,
VK_SUBGROUP_FEATURE_SHUFFLE_BIT = 0x00000010,
VK_SUBGROUP_FEATURE_SHUFFLE_RELATIVE_BIT = 0x00000020,
VK_SUBGROUP_FEATURE_CLUSTERED_BIT = 0x00000040,
VK_SUBGROUP_FEATURE_QUAD_BIT = 0x00000080,
} VkSubgroupFeatureFlagBits;
• VK_SUBGROUP_FEATURE_VOTE_BIT specifies the device will accept SPIR-V shader modules containing
the GroupNonUniformVote capability.
• VK_SUBGROUP_FEATURE_QUAD_BIT specifies the device will accept SPIR-V shader modules containing
the GroupNonUniformQuad capability.
// Provided by VK_VERSION_1_1
typedef VkFlags VkSubgroupFeatureFlags;
// Provided by VK_VERSION_1_2
typedef struct VkPhysicalDeviceSamplerFilterMinmaxProperties {
VkStructureType sType;
void* pNext;
VkBool32 filterMinmaxSingleComponentFormats;
VkBool32 filterMinmaxImageComponentMapping;
} VkPhysicalDeviceSamplerFilterMinmaxProperties;
• VK_FORMAT_R8_UNORM
• VK_FORMAT_R8_SNORM
• VK_FORMAT_R16_UNORM
• VK_FORMAT_R16_SNORM
• VK_FORMAT_R16_SFLOAT
• VK_FORMAT_R32_SFLOAT
• VK_FORMAT_D16_UNORM
• VK_FORMAT_X8_D24_UNORM_PACK32
• VK_FORMAT_D32_SFLOAT
• VK_FORMAT_D16_UNORM_S8_UINT
• VK_FORMAT_D24_UNORM_S8_UINT
• VK_FORMAT_D32_SFLOAT_S8_UINT
If the format is a depth/stencil format, this bit only specifies that the depth aspect (not the stencil
aspect) of an image of this format supports min/max filtering, and that min/max filtering of the
depth aspect is supported when depth compare is disabled in the sampler.
// Provided by VK_VERSION_1_1
typedef struct VkPhysicalDeviceProtectedMemoryProperties {
VkStructureType sType;
void* pNext;
VkBool32 protectedNoFault;
} VkPhysicalDeviceProtectedMemoryProperties;
• protectedNoFault specifies the behavior of the implementation when protected memory access
rules are broken. If protectedNoFault is VK_TRUE, breaking those rules will not result in process
termination or device loss.
// Provided by VK_VERSION_1_1
typedef struct VkPhysicalDeviceMaintenance3Properties {
VkStructureType sType;
void* pNext;
uint32_t maxPerSetDescriptors;
VkDeviceSize maxMemoryAllocationSize;
} VkPhysicalDeviceMaintenance3Properties;
• maxMemoryAllocationSize is the maximum size of a memory allocation that can be created, even
if there is more space available in the heap.
• maxPerStageDescriptorUpdateAfterBindUniformBuffers is similar to
maxPerStageDescriptorUniformBuffers but counts descriptors from descriptor sets created with or
without the VK_DESCRIPTOR_SET_LAYOUT_CREATE_UPDATE_AFTER_BIND_POOL_BIT bit set.
• maxPerStageDescriptorUpdateAfterBindStorageBuffers is similar to
maxPerStageDescriptorStorageBuffers but counts descriptors from descriptor sets created with or
without the VK_DESCRIPTOR_SET_LAYOUT_CREATE_UPDATE_AFTER_BIND_POOL_BIT bit set.
• maxPerStageDescriptorUpdateAfterBindSampledImages is similar to
maxPerStageDescriptorSampledImages but counts descriptors from descriptor sets created with or
without the VK_DESCRIPTOR_SET_LAYOUT_CREATE_UPDATE_AFTER_BIND_POOL_BIT bit set.
• maxPerStageDescriptorUpdateAfterBindStorageImages is similar to
maxPerStageDescriptorStorageImages but counts descriptors from descriptor sets created with or
without the VK_DESCRIPTOR_SET_LAYOUT_CREATE_UPDATE_AFTER_BIND_POOL_BIT bit set.
• maxPerStageDescriptorUpdateAfterBindInputAttachments is similar to
maxPerStageDescriptorInputAttachments but counts descriptors from descriptor sets created with
or without the VK_DESCRIPTOR_SET_LAYOUT_CREATE_UPDATE_AFTER_BIND_POOL_BIT bit set.
• maxDescriptorSetUpdateAfterBindUniformBuffersDynamic is similar to
maxDescriptorSetUniformBuffersDynamic but counts descriptors from descriptor sets created with
or without the VK_DESCRIPTOR_SET_LAYOUT_CREATE_UPDATE_AFTER_BIND_POOL_BIT bit set.
• maxDescriptorSetUpdateAfterBindStorageBuffersDynamic is similar to
maxDescriptorSetStorageBuffersDynamic but counts descriptors from descriptor sets created with
or without the VK_DESCRIPTOR_SET_LAYOUT_CREATE_UPDATE_AFTER_BIND_POOL_BIT bit set.
// Provided by VK_VERSION_1_2
typedef struct VkPhysicalDeviceDepthStencilResolveProperties {
VkStructureType sType;
void* pNext;
VkResolveModeFlags supportedDepthResolveModes;
VkResolveModeFlags supportedStencilResolveModes;
VkBool32 independentResolveNone;
VkBool32 independentResolve;
} VkPhysicalDeviceDepthStencilResolveProperties;
• independentResolveNone is VK_TRUE if the implementation supports setting the depth and stencil
resolve modes to different values when one of those modes is VK_RESOLVE_MODE_NONE. Otherwise
the implementation only supports setting both modes to the same value.
// Provided by VK_VERSION_1_2
typedef struct VkPhysicalDeviceTimelineSemaphoreProperties {
VkStructureType sType;
void* pNext;
uint64_t maxTimelineSemaphoreValueDifference;
} VkPhysicalDeviceTimelineSemaphoreProperties;
3 × uint32_t maxComputeWorkGroupCount -
uint32_t maxComputeWorkGroupInvocations -
3 × uint32_t maxComputeWorkGroupSize -
uint32_t subPixelPrecisionBits -
uint32_t subTexelPrecisionBits -
uint32_t mipmapPrecisionBits -
uint32_t maxDrawIndexedIndexValue fullDrawIndexUint32
uint32_t maxDrawIndirectCount multiDrawIndirect
float maxSamplerLodBias -
float maxSamplerAnisotropy samplerAnisotropy
2 × uint32_t maxViewportDimensions -
2 × float viewportBoundsRange -
uint32_t viewportSubPixelBits -
size_t minMemoryMapAlignment -
VkDeviceSize minTexelBufferOffsetAlignment -
VkDeviceSize minUniformBufferOffsetAlignment -
VkDeviceSize minStorageBufferOffsetAlignment -
int32_t minTexelOffset -
uint32_t maxTexelOffset -
int32_t minTexelGatherOffset shaderImageGatherExtended
uint32_t maxTexelGatherOffset shaderImageGatherExtended
float minInterpolationOffset sampleRateShading
float maxInterpolationOffset sampleRateShading
uint32_t subPixelInterpolationOffsetBits sampleRateShading
uint32_t maxFramebufferWidth -
uint32_t maxFramebufferHeight -
uint32_t maxFramebufferLayers -
VkSampleCountFl framebufferColorSampleCounts -
ags
VkSampleCountFl framebufferIntegerColorSampleCounts -
ags
VkSampleCountFl framebufferDepthSampleCounts -
ags
VkSampleCountFl framebufferStencilSampleCounts -
ags
VkSampleCountFl framebufferNoAttachmentsSampleCounts -
ags
uint32_t maxColorAttachments -
VkSampleCountFl sampledImageColorSampleCounts -
ags
VkSampleCountFl sampledImageIntegerSampleCounts -
ags
VkSampleCountFl sampledImageDepthSampleCounts -
ags
VkSampleCountFl sampledImageStencilSampleCounts -
ags
uint32_t maxSampleMaskWords -
VkBool32 timestampComputeAndGraphics -
float timestampPeriod -
uint32_t maxClipDistances shaderClipDistance
uint32_t maxCullDistances shaderCullDistance
uint32_t maxCombinedClipAndCullDistances shaderCullDistance
uint32_t discreteQueuePriorities -
1
The Limit Type column specifies the limit is either the minimum limit all implementations must
support, the maximum limit all implementations must support, or the exact value all
implementations must support. For bitmasks a minimum limit is the least bits all
implementations must set, but they may have additional bits set beyond this minimum.
• 128.
3
See maxViewportDimensions for the required relationship to other limits.
4
See viewportBoundsRange for the required relationship to other limits.
5
The values minInterpolationOffset and maxInterpolationOffset describe the closed interval of
supported interpolation offsets: [minInterpolationOffset, maxInterpolationOffset]. The ULP is
determined by subPixelInterpolationOffsetBits. If subPixelInterpolationOffsetBits is 4, this
4
provides increments of (1/2 ) = 0.0625, and thus the range of supported interpolation offsets
would be [-0.5, 0.4375].
6
The point size ULP is determined by pointSizeGranularity. If the pointSizeGranularity is 0.125,
the range of supported point sizes must be at least [1.0, 63.875].
7
The line width ULP is determined by lineWidthGranularity. If the lineWidthGranularity is 0.0625,
the range of supported line widths must be at least [1.0, 7.9375].
8
The minimum maxDescriptorSet* limit is n times the corresponding specification minimum
maxPerStageDescriptor* limit, where n is the number of shader stages supported by the
VkPhysicalDevice. If all shader stages are supported, n = 6 (vertex, tessellation control,
tessellation evaluation, geometry, fragment, compute).
9
The UpdateAfterBind descriptor limits must each be greater than or equal to the corresponding
non-UpdateAfterBind limit.
The features for the set of formats (VkFormat) supported by the implementation are queried
individually using the vkGetPhysicalDeviceFormatProperties command.
// Provided by VK_VERSION_1_0
typedef enum VkFormat {
VK_FORMAT_UNDEFINED = 0,
VK_FORMAT_R4G4_UNORM_PACK8 = 1,
VK_FORMAT_R4G4B4A4_UNORM_PACK16 = 2,
VK_FORMAT_B4G4R4A4_UNORM_PACK16 = 3,
VK_FORMAT_R5G6B5_UNORM_PACK16 = 4,
VK_FORMAT_B5G6R5_UNORM_PACK16 = 5,
VK_FORMAT_R5G5B5A1_UNORM_PACK16 = 6,
VK_FORMAT_B5G5R5A1_UNORM_PACK16 = 7,
VK_FORMAT_A1R5G5B5_UNORM_PACK16 = 8,
VK_FORMAT_R8_UNORM = 9,
VK_FORMAT_R8_SNORM = 10,
VK_FORMAT_R8_USCALED = 11,
VK_FORMAT_R8_SSCALED = 12,
VK_FORMAT_R8_UINT = 13,
VK_FORMAT_R8_SINT = 14,
VK_FORMAT_R8_SRGB = 15,
VK_FORMAT_R8G8_UNORM = 16,
VK_FORMAT_R8G8_SNORM = 17,
VK_FORMAT_R8G8_USCALED = 18,
VK_FORMAT_R8G8_SSCALED = 19,
VK_FORMAT_R8G8_UINT = 20,
VK_FORMAT_R8G8_SINT = 21,
VK_FORMAT_R8G8_SRGB = 22,
VK_FORMAT_R8G8B8_UNORM = 23,
VK_FORMAT_R8G8B8_SNORM = 24,
VK_FORMAT_R8G8B8_USCALED = 25,
VK_FORMAT_R8G8B8_SSCALED = 26,
VK_FORMAT_R8G8B8_UINT = 27,
VK_FORMAT_R8G8B8_SINT = 28,
VK_FORMAT_R8G8B8_SRGB = 29,
VK_FORMAT_B8G8R8_UNORM = 30,
VK_FORMAT_B8G8R8_SNORM = 31,
• VK_FORMAT_R8_USCALED specifies a one-component, 8-bit unsigned scaled integer format that has a
single 8-bit R component.
• VK_FORMAT_R8_SSCALED specifies a one-component, 8-bit signed scaled integer format that has a
single 8-bit R component.
• VK_FORMAT_R8_UINT specifies a one-component, 8-bit unsigned integer format that has a single 8-
bit R component.
• VK_FORMAT_R8_SINT specifies a one-component, 8-bit signed integer format that has a single 8-bit
R component.
• VK_FORMAT_R8G8_SSCALED specifies a two-component, 16-bit signed scaled integer format that has
an 8-bit R component in byte 0, and an 8-bit G component in byte 1.
• VK_FORMAT_R8G8_UINT specifies a two-component, 16-bit unsigned integer format that has an 8-bit
R component in byte 0, and an 8-bit G component in byte 1.
• VK_FORMAT_R8G8_SINT specifies a two-component, 16-bit signed integer format that has an 8-bit R
component in byte 0, and an 8-bit G component in byte 1.
• VK_FORMAT_R16_USCALED specifies a one-component, 16-bit unsigned scaled integer format that has
a single 16-bit R component.
• VK_FORMAT_R16_SSCALED specifies a one-component, 16-bit signed scaled integer format that has a
single 16-bit R component.
• VK_FORMAT_R16_UINT specifies a one-component, 16-bit unsigned integer format that has a single
16-bit R component.
• VK_FORMAT_R16_SINT specifies a one-component, 16-bit signed integer format that has a single 16-
bit R component.
• VK_FORMAT_R16G16_UINT specifies a two-component, 32-bit unsigned integer format that has a 16-
bit R component in bytes 0..1, and a 16-bit G component in bytes 2..3.
• VK_FORMAT_R16G16_SINT specifies a two-component, 32-bit signed integer format that has a 16-bit
R component in bytes 0..1, and a 16-bit G component in bytes 2..3.
• VK_FORMAT_R32_UINT specifies a one-component, 32-bit unsigned integer format that has a single
32-bit R component.
• VK_FORMAT_R32_SINT specifies a one-component, 32-bit signed integer format that has a single 32-
bit R component.
• VK_FORMAT_R32G32_UINT specifies a two-component, 64-bit unsigned integer format that has a 32-
bit R component in bytes 0..3, and a 32-bit G component in bytes 4..7.
• VK_FORMAT_R32G32_SINT specifies a two-component, 64-bit signed integer format that has a 32-bit
R component in bytes 0..3, and a 32-bit G component in bytes 4..7.
• VK_FORMAT_R64_UINT specifies a one-component, 64-bit unsigned integer format that has a single
64-bit R component.
• VK_FORMAT_R64_SINT specifies a one-component, 64-bit signed integer format that has a single 64-
bit R component.
• VK_FORMAT_R64G64_UINT specifies a two-component, 128-bit unsigned integer format that has a 64-
bit R component in bytes 0..7, and a 64-bit G component in bytes 8..15.
• VK_FORMAT_R64G64_SINT specifies a two-component, 128-bit signed integer format that has a 64-bit
R component in bytes 0..7, and a 64-bit G component in bytes 8..15.
• VK_FORMAT_D32_SFLOAT specifies a one-component, 32-bit signed floating-point format that has 32-
bits in the depth component.
• VK_FORMAT_S8_UINT specifies a one-component, 8-bit unsigned integer format that has 8-bits in the
stencil component.
Individual planes of multi-planar formats are compatible with single-plane formats if they occupy
the same number of bits per texel block. In the following table, individual planes of a multi-planar
format are compatible with the format listed against the relevant plane index for that multi-planar
format, and any format compatible with the listed single-plane format according to Format
Compatibility Classes.
0 VK_FORMAT_R8_UNORM w h
0 VK_FORMAT_R8_UNORM w h
0 VK_FORMAT_R8_UNORM w h
1 VK_FORMAT_R8_UNORM w/2 h
2 VK_FORMAT_R8_UNORM w/2 h
VK_FORMAT_G8_B8R8_2PLANE_422_UNORM
0 VK_FORMAT_R8_UNORM w h
1 VK_FORMAT_R8G8_UNORM w/2 h
VK_FORMAT_G8_B8_R8_3PLANE_444_UNORM
0 VK_FORMAT_R8_UNORM w h
1 VK_FORMAT_R8_UNORM w h
2 VK_FORMAT_R8_UNORM w h
VK_FORMAT_G10X6_B10X6_R10X6_3PLANE_420_UNORM_3PACK16
0 VK_FORMAT_R10X6_UNORM_PACK16 w h
0 VK_FORMAT_R10X6_UNORM_PACK16 w h
0 VK_FORMAT_R10X6_UNORM_PACK16 w h
1 VK_FORMAT_R10X6_UNORM_PACK16 w/2 h
2 VK_FORMAT_R10X6_UNORM_PACK16 w/2 h
VK_FORMAT_G10X6_B10X6R10X6_2PLANE_422_UNORM_3PACK16
0 VK_FORMAT_R10X6_UNORM_PACK16 w h
1 VK_FORMAT_R10X6G10X6_UNORM_2PACK16 w/2 h
0 VK_FORMAT_R10X6_UNORM_PACK16 w h
1 VK_FORMAT_R10X6_UNORM_PACK16 w h
2 VK_FORMAT_R10X6_UNORM_PACK16 w h
VK_FORMAT_G12X4_B12X4_R12X4_3PLANE_420_UNORM_3PACK16
0 VK_FORMAT_R12X4_UNORM_PACK16 w h
0 VK_FORMAT_R12X4_UNORM_PACK16 w h
0 VK_FORMAT_R12X4_UNORM_PACK16 w h
1 VK_FORMAT_R12X4_UNORM_PACK16 w/2 h
2 VK_FORMAT_R12X4_UNORM_PACK16 w/2 h
VK_FORMAT_G12X4_B12X4R12X4_2PLANE_422_UNORM_3PACK16
0 VK_FORMAT_R12X4_UNORM_PACK16 w h
1 VK_FORMAT_R12X4G12X4_UNORM_2PACK16 w/2 h
VK_FORMAT_G12X4_B12X4_R12X4_3PLANE_444_UNORM_3PACK16
0 VK_FORMAT_R12X4_UNORM_PACK16 w h
1 VK_FORMAT_R12X4_UNORM_PACK16 w h
2 VK_FORMAT_R12X4_UNORM_PACK16 w h
VK_FORMAT_G16_B16_R16_3PLANE_420_UNORM
0 VK_FORMAT_R16_UNORM w h
0 VK_FORMAT_R16_UNORM w h
0 VK_FORMAT_R16_UNORM w h
1 VK_FORMAT_R16_UNORM w/2 h
2 VK_FORMAT_R16_UNORM w/2 h
VK_FORMAT_G16_B16R16_2PLANE_422_UNORM
0 VK_FORMAT_R16_UNORM w h
1 VK_FORMAT_R16G16_UNORM w/2 h
VK_FORMAT_G16_B16_R16_3PLANE_444_UNORM
0 VK_FORMAT_R16_UNORM w h
1 VK_FORMAT_R16_UNORM w h
2 VK_FORMAT_R16_UNORM w h
For the purposes of address alignment when accessing buffer memory containing vertex attribute
or texel data, the following formats are considered packed - whole texels or attributes are stored in
bitfields of a single 8-, 16-, or 32-bit fundamental data type.
◦ VK_FORMAT_R4G4_UNORM_PACK8
◦ VK_FORMAT_R4G4B4A4_UNORM_PACK16
◦ VK_FORMAT_B4G4R4A4_UNORM_PACK16
◦ VK_FORMAT_R5G6B5_UNORM_PACK16
◦ VK_FORMAT_B5G6R5_UNORM_PACK16
◦ VK_FORMAT_R5G5B5A1_UNORM_PACK16
◦ VK_FORMAT_B5G5R5A1_UNORM_PACK16
◦ VK_FORMAT_A1R5G5B5_UNORM_PACK16
◦ VK_FORMAT_A8B8G8R8_UNORM_PACK32
◦ VK_FORMAT_A8B8G8R8_SNORM_PACK32
◦ VK_FORMAT_A8B8G8R8_USCALED_PACK32
◦ VK_FORMAT_A8B8G8R8_SSCALED_PACK32
◦ VK_FORMAT_A8B8G8R8_UINT_PACK32
◦ VK_FORMAT_A8B8G8R8_SINT_PACK32
◦ VK_FORMAT_A8B8G8R8_SRGB_PACK32
◦ VK_FORMAT_A2R10G10B10_UNORM_PACK32
◦ VK_FORMAT_A2R10G10B10_USCALED_PACK32
◦ VK_FORMAT_A2R10G10B10_SSCALED_PACK32
◦ VK_FORMAT_A2R10G10B10_UINT_PACK32
◦ VK_FORMAT_A2R10G10B10_SINT_PACK32
◦ VK_FORMAT_A2B10G10R10_UNORM_PACK32
◦ VK_FORMAT_A2B10G10R10_SNORM_PACK32
◦ VK_FORMAT_A2B10G10R10_USCALED_PACK32
◦ VK_FORMAT_A2B10G10R10_SSCALED_PACK32
◦ VK_FORMAT_A2B10G10R10_UINT_PACK32
◦ VK_FORMAT_A2B10G10R10_SINT_PACK32
◦ VK_FORMAT_B10G11R11_UFLOAT_PACK32
◦ VK_FORMAT_E5B9G9R9_UFLOAT_PACK32
◦ VK_FORMAT_X8_D24_UNORM_PACK32
A “format” is represented by a single enum value. The name of a format is usually built up by using
the following pattern:
VK_FORMAT_{component-format|compression-scheme}_{numeric-format}
The component-format indicates either the size of the R, G, B, and A components (if they are
present) in the case of a color format, or the size of the depth (D) and stencil (S) components (if they
are present) in the case of a depth/stencil format (see below). An X indicates a component that is
unused, but may be present for padding.
n-1
,2 -1]
UFLOAT OpTypeFloat The components are unsigned floating-point numbers (used
by packed, shared exponent, and some compressed formats)
SFLOAT OpTypeFloat The components are signed floating-point numbers
SRGB OpTypeFloat The R, G, and B components are unsigned normalized values
that represent values using sRGB nonlinear encoding, while
the A component (if one exists) is a regular unsigned
normalized value
The suffix _PACKnn indicates that the format is packed into an underlying type with nn bits. The
suffix _mPACKnn is a short-hand that indicates that the format has several components (which may or
may not be stored in separate planes) that are each packed into an underlying type with nn bits.
The suffix _BLOCK indicates that the format is a block-compressed format, with the representation of
multiple pixels encoded interdependently within a region.
Compression Description
scheme
BC Block Compression. See Block-Compressed Image Formats.
ETC2 Ericsson Texture Compression. See ETC Compressed Image Formats.
EAC ETC2 Alpha Compression. See ETC Compressed Image Formats.
ASTC Adaptive Scalable Texture Compression (LDR Profile). See ASTC Compressed
Image Formats.
For multi-planar images, the components in separate planes are separated by underscores, and the
number of planes is indicated by the addition of a _2PLANE or _3PLANE suffix. Similarly, the separate
aspects of depth-stencil formats are separated by underscores, although these are not considered
Note
No common format has a single plane containing both R and B channels but does
not store these channels at reduced horizontal resolution.
Color formats must be represented in memory in exactly the form indicated by the format’s name.
This means that promoting one format to another with more bits per component and/or additional
components must not occur for color formats. Depth/stencil formats have more relaxed
requirements as discussed below.
Each format has a texel block size, the number of bytes used to store one texel block (a single
addressable element of an uncompressed image, or a single compressed block of a compressed
image). The texel block size for each format is shown in the Compatible formats table.
The representation of non-packed formats is that the first component specified in the name of the
format is in the lowest memory addresses and the last component specified is in the highest
memory addresses. See Byte mappings for non-packed/compressed color formats. The in-memory
ordering of bytes within a component is determined by the host endianness.
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 ← Byte
R VK_FORMAT_R8_*
R G VK_FORMAT_R8G8_*
R G B VK_FORMAT_R8G8B8_*
B G R VK_FORMAT_B8G8R8_*
R G B A VK_FORMAT_R8G8B8A8_*
B G R A VK_FORMAT_B8G8R8A8_*
G0 B G1 R VK_FORMAT_G8B8G8R8_422_UNORM
B G0 R G1 VK_FORMAT_B8G8R8G8_422_UNORM
R VK_FORMAT_R16_*
R G VK_FORMAT_R16G16_*
R G B VK_FORMAT_R16G16B16_*
R G B A VK_FORMAT_R16G16B16A16_*
G0 B G1 R VK_FORMAT_G10X6B10X6G10X6R10X6_4PACK16_422_UNORM
VK_FORMAT_G12X4B12X4G12X4R12X4_4PACK16_422_UNORM
VK_FORMAT_G16B16G16R16_UNORM
B G0 R G1 VK_FORMAT_B10X6G10X6R10X6G10X6_4PACK16_422_UNORM
VK_FORMAT_B12X4G12X4R12X4G12X4_4PACK16_422_UNORM
VK_FORMAT_B16G16R16G16_422_UNORM
R VK_FORMAT_R32_*
R G VK_FORMAT_R32G32_*
R G B VK_FORMAT_R32G32B32_*
R G B A VK_FORMAT_R32G32B32A32_*
R VK_FORMAT_R64_*
R G VK_FORMAT_R64G64_*
Packed formats store multiple components within one underlying type. The bit representation is
that the first component specified in the name of the format is in the most-significant bits and the
last component specified is in the least-significant bits of the underlying type. The in-memory
ordering of bytes comprising the underlying type is determined by the host endianness.
Bit
7 6 5 4 3 2 1 0
VK_FORMAT_R4G4_UNORM_PACK8
R G
3 2 1 0 3 2 1 0
Bit
15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
VK_FORMAT_R4G4B4A4_UNORM_PACK16
R G B A
3 2 1 0 3 2 1 0 3 2 1 0 3 2 1 0
VK_FORMAT_B4G4R4A4_UNORM_PACK16
B G R A
3 2 1 0 3 2 1 0 3 2 1 0 3 2 1 0
VK_FORMAT_R5G6B5_UNORM_PACK16
R G B
4 3 2 1 0 5 4 3 2 1 0 4 3 2 1 0
VK_FORMAT_B5G6R5_UNORM_PACK16
B G R
4 3 2 1 0 5 4 3 2 1 0 4 3 2 1 0
R G B A
4 3 2 1 0 4 3 2 1 0 4 3 2 1 0 0
VK_FORMAT_B5G5R5A1_UNORM_PACK16
B G R A
4 3 2 1 0 4 3 2 1 0 4 3 2 1 0 0
VK_FORMAT_A1R5G5B5_UNORM_PACK16
A R G B
0 4 3 2 1 0 4 3 2 1 0 4 3 2 1 0
VK_FORMAT_R10X6_UNORM_PACK16
R X
9 8 7 6 5 4 3 2 1 0 5 4 3 2 1 0
VK_FORMAT_R12X4_UNORM_PACK16
R X
11 10 9 8 7 6 5 4 3 2 1 0 3 2 1 0
Bit
31 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
VK_FORMAT_A8B8G8R8_*_PACK32
A B G R
7 6 5 4 3 2 1 0 7 6 5 4 3 2 1 0 7 6 5 4 3 2 1 0 7 6 5 4 3 2 1 0
VK_FORMAT_A2R10G10B10_*_PACK32
A R G B
1 0 9 8 7 6 5 4 3 2 1 0 9 8 7 6 5 4 3 2 1 0 9 8 7 6 5 4 3 2 1 0
VK_FORMAT_A2B10G10R10_*_PACK32
A B G R
1 0 9 8 7 6 5 4 3 2 1 0 9 8 7 6 5 4 3 2 1 0 9 8 7 6 5 4 3 2 1 0
VK_FORMAT_B10G11R11_UFLOAT_PACK32
B G R
9 8 7 6 5 4 3 2 1 0 10 9 8 7 6 5 4 3 2 1 0 10 9 8 7 6 5 4 3 2 1 0
VK_FORMAT_E5B9G9R9_UFLOAT_PACK32
E B G R
4 3 2 1 0 8 7 6 5 4 3 2 1 0 8 7 6 5 4 3 2 1 0 8 7 6 5 4 3 2 1 0
VK_FORMAT_X8_D24_UNORM_PACK32
X D
7 6 5 4 3 2 1 0 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
Depth/stencil formats are considered opaque and need not be stored in the exact number of bits per
texel or component ordering indicated by the format enum. However, implementations must not
substitute a different depth or stencil precision than that described in the format (e.g. D16 must not
be implemented as D24 or D32).
Uncompressed color formats are compatible with each other if they occupy the same number of bits
per texel block. Compressed color formats are compatible with each other if the only difference
between them is the numerical type of the uncompressed pixels (e.g. signed vs. unsigned, or SRGB
vs. UNORM encoding). Each depth/stencil format is only compatible with itself. In the following
table, all the formats in the same row are compatible.
8-bit VK_FORMAT_R4G4_UNORM_PACK8,
Block size 1 byte VK_FORMAT_R8_UNORM,
1 texel/block VK_FORMAT_R8_SNORM,
VK_FORMAT_R8_USCALED,
VK_FORMAT_R8_SSCALED,
VK_FORMAT_R8_UINT,
VK_FORMAT_R8_SINT,
VK_FORMAT_R8_SRGB
16-bit VK_FORMAT_R4G4B4A4_UNORM_PACK16,
Block size 2 bytes VK_FORMAT_B4G4R4A4_UNORM_PACK16,
1 texel/block VK_FORMAT_R5G6B5_UNORM_PACK16,
VK_FORMAT_B5G6R5_UNORM_PACK16,
VK_FORMAT_R5G5B5A1_UNORM_PACK16,
VK_FORMAT_B5G5R5A1_UNORM_PACK16,
VK_FORMAT_A1R5G5B5_UNORM_PACK16,
VK_FORMAT_R8G8_UNORM,
VK_FORMAT_R8G8_SNORM,
VK_FORMAT_R8G8_USCALED,
VK_FORMAT_R8G8_SSCALED,
VK_FORMAT_R8G8_UINT,
VK_FORMAT_R8G8_SINT,
VK_FORMAT_R8G8_SRGB,
VK_FORMAT_R16_UNORM,
VK_FORMAT_R16_SNORM,
VK_FORMAT_R16_USCALED,
VK_FORMAT_R16_SSCALED,
VK_FORMAT_R16_UINT,
VK_FORMAT_R16_SINT,
VK_FORMAT_R16_SFLOAT,
VK_FORMAT_R10X6_UNORM_PACK16,
VK_FORMAT_R12X4_UNORM_PACK16
24-bit VK_FORMAT_R8G8B8_UNORM,
Block size 3 bytes VK_FORMAT_R8G8B8_SNORM,
1 texel/block VK_FORMAT_R8G8B8_USCALED,
VK_FORMAT_R8G8B8_SSCALED,
VK_FORMAT_R8G8B8_UINT,
VK_FORMAT_R8G8B8_SINT,
VK_FORMAT_R8G8B8_SRGB,
VK_FORMAT_B8G8R8_UNORM,
VK_FORMAT_B8G8R8_SNORM,
VK_FORMAT_B8G8R8_USCALED,
VK_FORMAT_B8G8R8_SSCALED,
VK_FORMAT_B8G8R8_UINT,
VK_FORMAT_B8G8R8_SINT,
VK_FORMAT_B8G8R8_SRGB
32-bit VK_FORMAT_R8G8B8A8_UNORM,
Block size 4 bytes VK_FORMAT_R8G8B8A8_SNORM,
1 texel/block VK_FORMAT_R8G8B8A8_USCALED,
VK_FORMAT_R8G8B8A8_SSCALED,
VK_FORMAT_R8G8B8A8_UINT,
VK_FORMAT_R8G8B8A8_SINT,
VK_FORMAT_R8G8B8A8_SRGB,
VK_FORMAT_B8G8R8A8_UNORM,
VK_FORMAT_B8G8R8A8_SNORM,
VK_FORMAT_B8G8R8A8_USCALED,
VK_FORMAT_B8G8R8A8_SSCALED,
VK_FORMAT_B8G8R8A8_UINT,
VK_FORMAT_B8G8R8A8_SINT,
VK_FORMAT_B8G8R8A8_SRGB,
VK_FORMAT_A8B8G8R8_UNORM_PACK32,
VK_FORMAT_A8B8G8R8_SNORM_PACK32,
VK_FORMAT_A8B8G8R8_USCALED_PACK32,
VK_FORMAT_A8B8G8R8_SSCALED_PACK32,
VK_FORMAT_A8B8G8R8_UINT_PACK32,
VK_FORMAT_A8B8G8R8_SINT_PACK32,
VK_FORMAT_A8B8G8R8_SRGB_PACK32,
VK_FORMAT_A2R10G10B10_UNORM_PACK32,
VK_FORMAT_A2R10G10B10_SNORM_PACK32,
VK_FORMAT_A2R10G10B10_USCALED_PACK32,
VK_FORMAT_A2R10G10B10_SSCALED_PACK32,
VK_FORMAT_A2R10G10B10_UINT_PACK32,
VK_FORMAT_A2R10G10B10_SINT_PACK32,
VK_FORMAT_A2B10G10R10_UNORM_PACK32,
VK_FORMAT_A2B10G10R10_SNORM_PACK32,
VK_FORMAT_A2B10G10R10_USCALED_PACK32,
VK_FORMAT_A2B10G10R10_SSCALED_PACK32,
VK_FORMAT_A2B10G10R10_UINT_PACK32,
VK_FORMAT_A2B10G10R10_SINT_PACK32,
VK_FORMAT_R16G16_UNORM,
VK_FORMAT_R16G16_SNORM,
VK_FORMAT_R16G16_USCALED,
VK_FORMAT_R16G16_SSCALED,
VK_FORMAT_R16G16_UINT,
VK_FORMAT_R16G16_SINT,
VK_FORMAT_R16G16_SFLOAT,
VK_FORMAT_R32_UINT,
VK_FORMAT_R32_SINT,
VK_FORMAT_R32_SFLOAT,
VK_FORMAT_B10G11R11_UFLOAT_PACK32,
VK_FORMAT_E5B9G9R9_UFLOAT_PACK32,
VK_FORMAT_R10X6G10X6_UNORM_2PACK16,
VK_FORMAT_R12X4G12X4_UNORM_2PACK16
948 | Chapter 32. Formats
Class, Texel Block Size, Formats
# Texels/Block
48-bit VK_FORMAT_R16G16B16_UNORM,
Block size 6 bytes VK_FORMAT_R16G16B16_SNORM,
1 texel/block VK_FORMAT_R16G16B16_USCALED,
VK_FORMAT_R16G16B16_SSCALED,
VK_FORMAT_R16G16B16_UINT,
VK_FORMAT_R16G16B16_SINT,
VK_FORMAT_R16G16B16_SFLOAT
64-bit VK_FORMAT_R16G16B16A16_UNORM,
Block size 8 bytes VK_FORMAT_R16G16B16A16_SNORM,
1 texel/block VK_FORMAT_R16G16B16A16_USCALED,
VK_FORMAT_R16G16B16A16_SSCALED,
VK_FORMAT_R16G16B16A16_UINT,
VK_FORMAT_R16G16B16A16_SINT,
VK_FORMAT_R16G16B16A16_SFLOAT,
VK_FORMAT_R32G32_UINT,
VK_FORMAT_R32G32_SINT,
VK_FORMAT_R32G32_SFLOAT,
VK_FORMAT_R64_UINT,
VK_FORMAT_R64_SINT,
VK_FORMAT_R64_SFLOAT
96-bit VK_FORMAT_R32G32B32_UINT,
Block size 12 bytes VK_FORMAT_R32G32B32_SINT,
1 texel/block VK_FORMAT_R32G32B32_SFLOAT
128-bit VK_FORMAT_R32G32B32A32_UINT,
Block size 16 bytes VK_FORMAT_R32G32B32A32_SINT,
1 texel/block VK_FORMAT_R32G32B32A32_SFLOAT,
VK_FORMAT_R64G64_UINT,
VK_FORMAT_R64G64_SINT,
VK_FORMAT_R64G64_SFLOAT
192-bit VK_FORMAT_R64G64B64_UINT,
Block size 24 bytes VK_FORMAT_R64G64B64_SINT,
1 texel/block VK_FORMAT_R64G64B64_SFLOAT
256-bit VK_FORMAT_R64G64B64A64_UINT,
Block size 32 bytes VK_FORMAT_R64G64B64A64_SINT,
1 texel/block VK_FORMAT_R64G64B64A64_SFLOAT
S8 (8 bit) VK_FORMAT_S8_UINT
Block size 1 byte
1 texel/block
// Provided by VK_VERSION_1_0
void vkGetPhysicalDeviceFormatProperties(
VkPhysicalDevice physicalDevice,
VkFormat format,
VkFormatProperties* pFormatProperties);
// Provided by VK_VERSION_1_0
typedef struct VkFormatProperties {
VkFormatFeatureFlags linearTilingFeatures;
VkFormatFeatureFlags optimalTilingFeatures;
VkFormatFeatureFlags bufferFeatures;
} VkFormatProperties;
Note
If no format feature flags are supported, the format itself is not supported, and
images of that format cannot be created.
If format is a block-compressed format, then bufferFeatures must not support any features for the
format.
If format is not a multi-plane format then linearTilingFeatures and optimalTilingFeatures must not
contain VK_FORMAT_FEATURE_DISJOINT_BIT.
The following bits may be set in linearTilingFeatures and optimalTilingFeatures, specifying that
the features are supported by images or image views or sampler Y′CBCR conversion objects created
with the queried vkGetPhysicalDeviceFormatProperties::format:
If the format being queried is a depth/stencil format, this bit only specifies that the depth aspect
(not the stencil aspect) of an image of this format supports linear filtering, and that linear
filtering of the depth aspect is supported whether depth compare is enabled in the sampler or
not. If this bit is not present, linear filtering with depth compare disabled is unsupported and
linear filtering with depth compare enabled is supported, but may compute the filtered value in
an implementation-dependent manner which differs from the normal rules of linear filtering.
The resulting value must be in the range [0,1] and should be proportional to, or a weighted
average of, the number of comparison passes or failures.
• VK_FORMAT_FEATURE_SAMPLED_IMAGE_YCBCR_CONVERSION_SEPARATE_RECONSTRUCTION_FILTER_BIT
specifies that the format can have different chroma, min, and mag filters.
• VK_FORMAT_FEATURE_SAMPLED_IMAGE_YCBCR_CONVERSION_CHROMA_RECONSTRUCTION_EXPLICIT_BIT
specifies that reconstruction is explicit, as described in Chroma Reconstruction. If this bit is not
present, reconstruction is implicit by default.
• VK_FORMAT_FEATURE_SAMPLED_IMAGE_YCBCR_CONVERSION_CHROMA_RECONSTRUCTION_EXPLICIT_FORCEABLE_B
IT specifies that reconstruction can be forcibly made explicit by setting
VkSamplerYcbcrConversionCreateInfo::forceExplicitReconstruction to VK_TRUE. If the format
being queried supports
VK_FORMAT_FEATURE_SAMPLED_IMAGE_YCBCR_CONVERSION_CHROMA_RECONSTRUCTION_EXPLICIT_BIT it must
also support
VK_FORMAT_FEATURE_SAMPLED_IMAGE_YCBCR_CONVERSION_CHROMA_RECONSTRUCTION_EXPLICIT_FORCEABLE_B
IT.
The following bits may be set in bufferFeatures, specifying that the features are supported by
buffers or buffer views created with the queried vkGetPhysicalDeviceProperties::format:
// Provided by VK_VERSION_1_0
typedef VkFlags VkFormatFeatureFlags;
To query supported format features which are properties of the physical device, call:
• physicalDevice is the physical device from which to query the format properties.
// Provided by VK_VERSION_1_1
typedef struct VkFormatProperties2 {
VkStructureType sType;
void* pNext;
VkFormatProperties formatProperties;
} VkFormatProperties2;
Some valid usage conditions depend on the format features supported by an VkImage whose
Note
Unless otherwise excluded below, the required formats are supported for all
VkImageCreateFlags values as long as those flag values are otherwise allowed.
The following tables show which feature bits must be supported for each format. Formats that are
required to support VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT must also support
VK_FORMAT_FEATURE_TRANSFER_SRC_BIT and VK_FORMAT_FEATURE_TRANSFER_DST_BIT.
VK_FORMAT_FEATURE_TRANSFER_SRC_BIT
VK_FORMAT_FEATURE_TRANSFER_DST_BIT
VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT
VK_FORMAT_FEATURE_BLIT_SRC_BIT
VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_LINEAR_BIT
VK_FORMAT_FEATURE_STORAGE_IMAGE_BIT
VK_FORMAT_FEATURE_STORAGE_IMAGE_ATOMIC_BIT
VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT
VK_FORMAT_FEATURE_BLIT_DST_BIT
VK_FORMAT_FEATURE_VERTEX_BUFFER_BIT
VK_FORMAT_FEATURE_UNIFORM_TEXEL_BUFFER_BIT
VK_FORMAT_FEATURE_STORAGE_TEXEL_BUFFER_BIT
VK_FORMAT_FEATURE_STORAGE_TEXEL_BUFFER_ATOMIC_BIT
VK_FORMAT_FEATURE_STORAGE_TEXEL_BUFFER_ATOMIC_BIT
VK_FORMAT_FEATURE_STORAGE_TEXEL_BUFFER_BIT
VK_FORMAT_FEATURE_UNIFORM_TEXEL_BUFFER_BIT
VK_FORMAT_FEATURE_VERTEX_BUFFER_BIT
VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT
VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BLEND_BIT
VK_FORMAT_FEATURE_BLIT_DST_BIT
↓
VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT ↓
↓
VK_FORMAT_FEATURE_STORAGE_IMAGE_ATOMIC_BIT ↓
↓
VK_FORMAT_FEATURE_STORAGE_IMAGE_BIT ↓
↓
VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_LINEAR_BIT ↓
↓
VK_FORMAT_FEATURE_BLIT_SRC_BIT ↓
↓
VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT ↓
↓
Format
VK_FORMAT_UNDEFINED
VK_FORMAT_R4G4_UNORM_PACK8
VK_FORMAT_R4G4B4A4_UNORM_PACK16
VK_FORMAT_B4G4R4A4_UNORM_PACK16 ✓ ✓ ✓
VK_FORMAT_R5G6B5_UNORM_PACK16 ✓ ✓ ✓ ✓ ✓ ✓
VK_FORMAT_B5G6R5_UNORM_PACK16
VK_FORMAT_R5G5B5A1_UNORM_PACK16
VK_FORMAT_B5G5R5A1_UNORM_PACK16
VK_FORMAT_A1R5G5B5_UNORM_PACK16 ✓ ✓ ✓ ✓ ✓ ✓
VK_FORMAT_FEATURE_STORAGE_TEXEL_BUFFER_ATOMIC_BIT
VK_FORMAT_FEATURE_STORAGE_TEXEL_BUFFER_BIT
VK_FORMAT_FEATURE_UNIFORM_TEXEL_BUFFER_BIT
VK_FORMAT_FEATURE_VERTEX_BUFFER_BIT
VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT
VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BLEND_BIT
VK_FORMAT_FEATURE_BLIT_DST_BIT
↓
VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT ↓
↓
VK_FORMAT_FEATURE_STORAGE_IMAGE_ATOMIC_BIT ↓
↓
VK_FORMAT_FEATURE_STORAGE_IMAGE_BIT ↓
↓
VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_LINEAR_BIT ↓
↓
VK_FORMAT_FEATURE_BLIT_SRC_BIT ↓
↓
VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT ↓
↓
Format
VK_FORMAT_R8_UNORM ✓ ✓ ✓ ‡ ✓ ✓ ✓ ✓ ✓
VK_FORMAT_R8_SNORM ✓ ✓ ✓ ‡ ✓ ✓
VK_FORMAT_R8_USCALED
VK_FORMAT_R8_SSCALED
VK_FORMAT_R8_UINT ✓ ✓ ‡ ✓ ✓ ✓ ✓
VK_FORMAT_R8_SINT ✓ ✓ ‡ ✓ ✓ ✓ ✓
VK_FORMAT_R8_SRGB
VK_FORMAT_R8G8_UNORM ✓ ✓ ✓ ‡ ✓ ✓ ✓ ✓ ✓
VK_FORMAT_R8G8_SNORM ✓ ✓ ✓ ‡ ✓ ✓
VK_FORMAT_R8G8_USCALED
VK_FORMAT_R8G8_SSCALED
VK_FORMAT_R8G8_UINT ✓ ✓ ‡ ✓ ✓ ✓ ✓
VK_FORMAT_R8G8_SINT ✓ ✓ ‡ ✓ ✓ ✓ ✓
VK_FORMAT_R8G8_SRGB
VK_FORMAT_R8G8B8_UNORM
VK_FORMAT_R8G8B8_SNORM
VK_FORMAT_R8G8B8_USCALED
VK_FORMAT_R8G8B8_SSCALED
VK_FORMAT_R8G8B8_UINT
VK_FORMAT_R8G8B8_SINT
VK_FORMAT_R8G8B8_SRGB
VK_FORMAT_B8G8R8_UNORM
VK_FORMAT_B8G8R8_SNORM
VK_FORMAT_FEATURE_STORAGE_TEXEL_BUFFER_ATOMIC_BIT
VK_FORMAT_FEATURE_STORAGE_TEXEL_BUFFER_BIT
VK_FORMAT_FEATURE_UNIFORM_TEXEL_BUFFER_BIT
VK_FORMAT_FEATURE_VERTEX_BUFFER_BIT
VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT
VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BLEND_BIT
VK_FORMAT_FEATURE_BLIT_DST_BIT
↓
VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT ↓
↓
VK_FORMAT_FEATURE_STORAGE_IMAGE_ATOMIC_BIT ↓
↓
VK_FORMAT_FEATURE_STORAGE_IMAGE_BIT ↓
↓
VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_LINEAR_BIT ↓
↓
VK_FORMAT_FEATURE_BLIT_SRC_BIT ↓
↓
VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT ↓
↓
Format
VK_FORMAT_R8G8B8A8_UNORM ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓
VK_FORMAT_R8G8B8A8_SNORM ✓ ✓ ✓ ✓ ✓ ✓ ✓
VK_FORMAT_R8G8B8A8_USCALED
VK_FORMAT_R8G8B8A8_SSCALED
VK_FORMAT_R8G8B8A8_UINT ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓
VK_FORMAT_R8G8B8A8_SINT ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓
VK_FORMAT_R8G8B8A8_SRGB ✓ ✓ ✓ ✓ ✓ ✓
VK_FORMAT_B8G8R8A8_UNORM ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓
VK_FORMAT_B8G8R8A8_SNORM
VK_FORMAT_B8G8R8A8_USCALED
VK_FORMAT_B8G8R8A8_SSCALED
VK_FORMAT_B8G8R8A8_UINT
VK_FORMAT_B8G8R8A8_SINT
VK_FORMAT_B8G8R8A8_SRGB ✓ ✓ ✓ ✓ ✓ ✓
VK_FORMAT_A8B8G8R8_UNORM_PACK32 ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓
VK_FORMAT_A8B8G8R8_SNORM_PACK32 ✓ ✓ ✓ ✓ ✓ ✓
VK_FORMAT_A8B8G8R8_USCALED_PACK32
VK_FORMAT_A8B8G8R8_SSCALED_PACK32
VK_FORMAT_A8B8G8R8_UINT_PACK32 ✓ ✓ ✓ ✓ ✓ ✓ ✓
VK_FORMAT_A8B8G8R8_SINT_PACK32 ✓ ✓ ✓ ✓ ✓ ✓ ✓
VK_FORMAT_A8B8G8R8_SRGB_PACK32 ✓ ✓ ✓ ✓ ✓ ✓
VK_FORMAT_FEATURE_STORAGE_TEXEL_BUFFER_ATOMIC_BIT
VK_FORMAT_FEATURE_STORAGE_TEXEL_BUFFER_BIT
VK_FORMAT_FEATURE_UNIFORM_TEXEL_BUFFER_BIT
VK_FORMAT_FEATURE_VERTEX_BUFFER_BIT
VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT
VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BLEND_BIT
VK_FORMAT_FEATURE_BLIT_DST_BIT
↓
VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT ↓
↓
VK_FORMAT_FEATURE_STORAGE_IMAGE_ATOMIC_BIT ↓
↓
VK_FORMAT_FEATURE_STORAGE_IMAGE_BIT ↓
↓
VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_LINEAR_BIT ↓
↓
VK_FORMAT_FEATURE_BLIT_SRC_BIT ↓
↓
VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT ↓
↓
Format
VK_FORMAT_A2R10G10B10_UNORM_PACK32
VK_FORMAT_A2R10G10B10_SNORM_PACK32
VK_FORMAT_A2R10G10B10_USCALED_PACK32
VK_FORMAT_A2R10G10B10_SSCALED_PACK32
VK_FORMAT_A2R10G10B10_UINT_PACK32
VK_FORMAT_A2R10G10B10_SINT_PACK32
VK_FORMAT_A2B10G10R10_UNORM_PACK32 ✓ ✓ ✓ ‡ ✓ ✓ ✓ ✓ ✓
VK_FORMAT_A2B10G10R10_SNORM_PACK32
VK_FORMAT_A2B10G10R10_USCALED_PACK32
VK_FORMAT_A2B10G10R10_SSCALED_PACK32
VK_FORMAT_A2B10G10R10_UINT_PACK32 ✓ ✓ ‡ ✓ ✓ ✓
VK_FORMAT_A2B10G10R10_SINT_PACK32
VK_FORMAT_R10X6_UNORM_PACK16
VK_FORMAT_R10X6G10X6_UNORM_2PACK16
VK_FORMAT_R12X4_UNORM_PACK16
VK_FORMAT_R12X4G12X4_UNORM_2PACK16
VK_FORMAT_FEATURE_STORAGE_TEXEL_BUFFER_ATOMIC_BIT
VK_FORMAT_FEATURE_STORAGE_TEXEL_BUFFER_BIT
VK_FORMAT_FEATURE_UNIFORM_TEXEL_BUFFER_BIT
VK_FORMAT_FEATURE_VERTEX_BUFFER_BIT
VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT
VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BLEND_BIT
VK_FORMAT_FEATURE_BLIT_DST_BIT
↓
VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT ↓
↓
VK_FORMAT_FEATURE_STORAGE_IMAGE_ATOMIC_BIT ↓
↓
VK_FORMAT_FEATURE_STORAGE_IMAGE_BIT ↓
↓
VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_LINEAR_BIT ↓
↓
VK_FORMAT_FEATURE_BLIT_SRC_BIT ↓
↓
VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT ↓
↓
Format
VK_FORMAT_R16_UNORM ‡ ✓
VK_FORMAT_R16_SNORM ‡ ✓
VK_FORMAT_R16_USCALED
VK_FORMAT_R16_SSCALED
VK_FORMAT_R16_UINT ✓ ✓ ‡ ✓ ✓ ✓ ✓
VK_FORMAT_R16_SINT ✓ ✓ ‡ ✓ ✓ ✓ ✓
VK_FORMAT_R16_SFLOAT ✓ ✓ ✓ ‡ ✓ ✓ ✓ ✓ ✓
VK_FORMAT_R16G16_UNORM ‡ ✓
VK_FORMAT_R16G16_SNORM ‡ ✓
VK_FORMAT_R16G16_USCALED
VK_FORMAT_R16G16_SSCALED
VK_FORMAT_R16G16_UINT ✓ ✓ ‡ ✓ ✓ ✓ ✓
VK_FORMAT_R16G16_SINT ✓ ✓ ‡ ✓ ✓ ✓ ✓
VK_FORMAT_R16G16_SFLOAT ✓ ✓ ✓ ‡ ✓ ✓ ✓ ✓ ✓
VK_FORMAT_R16G16B16_UNORM
VK_FORMAT_R16G16B16_SNORM
VK_FORMAT_R16G16B16_USCALED
VK_FORMAT_R16G16B16_SSCALED
VK_FORMAT_R16G16B16_UINT
VK_FORMAT_R16G16B16_SINT
VK_FORMAT_R16G16B16_SFLOAT
VK_FORMAT_R16G16B16A16_UNORM ‡ ✓
VK_FORMAT_R16G16B16A16_SNORM ‡ ✓
VK_FORMAT_FEATURE_STORAGE_TEXEL_BUFFER_ATOMIC_BIT
VK_FORMAT_FEATURE_STORAGE_TEXEL_BUFFER_BIT
VK_FORMAT_FEATURE_UNIFORM_TEXEL_BUFFER_BIT
VK_FORMAT_FEATURE_VERTEX_BUFFER_BIT
VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT
VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BLEND_BIT
VK_FORMAT_FEATURE_BLIT_DST_BIT
↓
VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT ↓
↓
VK_FORMAT_FEATURE_STORAGE_IMAGE_ATOMIC_BIT ↓
↓
VK_FORMAT_FEATURE_STORAGE_IMAGE_BIT ↓
↓
VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_LINEAR_BIT ↓
↓
VK_FORMAT_FEATURE_BLIT_SRC_BIT ↓
↓
VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT ↓
↓
Format
VK_FORMAT_R32_UINT ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓
VK_FORMAT_R32_SINT ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓
VK_FORMAT_R32_SFLOAT ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓
VK_FORMAT_R32G32_UINT ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓
VK_FORMAT_R32G32_SINT ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓
VK_FORMAT_R32G32_SFLOAT ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓
VK_FORMAT_R32G32B32_UINT ✓
VK_FORMAT_R32G32B32_SINT ✓
VK_FORMAT_R32G32B32_SFLOAT ✓
VK_FORMAT_R32G32B32A32_UINT ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓
VK_FORMAT_R32G32B32A32_SINT ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓
VK_FORMAT_R32G32B32A32_SFLOAT ✓ ✓ ✓ ✓ ✓ ✓ ✓ ✓
VK_FORMAT_FEATURE_STORAGE_TEXEL_BUFFER_ATOMIC_BIT
VK_FORMAT_FEATURE_STORAGE_TEXEL_BUFFER_BIT
VK_FORMAT_FEATURE_UNIFORM_TEXEL_BUFFER_BIT
VK_FORMAT_FEATURE_VERTEX_BUFFER_BIT
VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT
VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BLEND_BIT
VK_FORMAT_FEATURE_BLIT_DST_BIT
↓
VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT ↓
↓
VK_FORMAT_FEATURE_STORAGE_IMAGE_ATOMIC_BIT ↓
↓
VK_FORMAT_FEATURE_STORAGE_IMAGE_BIT ↓
↓
VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_LINEAR_BIT ↓
↓
VK_FORMAT_FEATURE_BLIT_SRC_BIT ↓
↓
VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT ↓
↓
Format
VK_FORMAT_R64_UINT
VK_FORMAT_R64_SINT
VK_FORMAT_R64_SFLOAT
VK_FORMAT_R64G64_UINT
VK_FORMAT_R64G64_SINT
VK_FORMAT_R64G64_SFLOAT
VK_FORMAT_R64G64B64_UINT
VK_FORMAT_R64G64B64_SINT
VK_FORMAT_R64G64B64_SFLOAT
VK_FORMAT_R64G64B64A64_UINT
VK_FORMAT_R64G64B64A64_SINT
VK_FORMAT_R64G64B64A64_SFLOAT
VK_FORMAT_B10G11R11_UFLOAT_PACK32 ✓ ✓ ✓ ‡ ✓
VK_FORMAT_E5B9G9R9_UFLOAT_PACK32 ✓ ✓ ✓
VK_FORMAT_FEATURE_STORAGE_TEXEL_BUFFER_ATOMIC_BIT
VK_FORMAT_FEATURE_STORAGE_TEXEL_BUFFER_BIT
VK_FORMAT_FEATURE_UNIFORM_TEXEL_BUFFER_BIT
VK_FORMAT_FEATURE_VERTEX_BUFFER_BIT
VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT
VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BLEND_BIT
VK_FORMAT_FEATURE_BLIT_DST_BIT
↓
VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT ↓
↓
VK_FORMAT_FEATURE_STORAGE_IMAGE_ATOMIC_BIT ↓
↓
VK_FORMAT_FEATURE_STORAGE_IMAGE_BIT ↓
↓
VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_LINEAR_BIT ↓
↓
VK_FORMAT_FEATURE_BLIT_SRC_BIT ↓
↓
VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT ↓
↓
Format
VK_FORMAT_D16_UNORM ✓ ✓ ✓
VK_FORMAT_X8_D24_UNORM_PACK32 †
VK_FORMAT_D32_SFLOAT ✓ ✓ †
VK_FORMAT_S8_UINT
VK_FORMAT_D16_UNORM_S8_UINT
VK_FORMAT_D24_UNORM_S8_UINT †
VK_FORMAT_D32_SFLOAT_S8_UINT †
VK_FORMAT_FEATURE_STORAGE_TEXEL_BUFFER_ATOMIC_BIT
VK_FORMAT_FEATURE_STORAGE_TEXEL_BUFFER_BIT
VK_FORMAT_FEATURE_UNIFORM_TEXEL_BUFFER_BIT
VK_FORMAT_FEATURE_VERTEX_BUFFER_BIT
VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT
VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BLEND_BIT
VK_FORMAT_FEATURE_BLIT_DST_BIT
↓
VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT ↓
↓
VK_FORMAT_FEATURE_STORAGE_IMAGE_ATOMIC_BIT ↓
↓
VK_FORMAT_FEATURE_STORAGE_IMAGE_BIT ↓
↓
VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_LINEAR_BIT ↓
↓
VK_FORMAT_FEATURE_BLIT_SRC_BIT ↓
↓
VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT ↓
↓
Format
VK_FORMAT_ASTC_4x4_UNORM_BLOCK † † †
VK_FORMAT_ASTC_4x4_SRGB_BLOCK † † †
VK_FORMAT_ASTC_5x4_UNORM_BLOCK † † †
VK_FORMAT_ASTC_5x4_SRGB_BLOCK † † †
VK_FORMAT_ASTC_5x5_UNORM_BLOCK † † †
VK_FORMAT_ASTC_5x5_SRGB_BLOCK † † †
VK_FORMAT_ASTC_6x5_UNORM_BLOCK † † †
VK_FORMAT_ASTC_6x5_SRGB_BLOCK † † †
VK_FORMAT_ASTC_6x6_UNORM_BLOCK † † †
VK_FORMAT_ASTC_6x6_SRGB_BLOCK † † †
VK_FORMAT_ASTC_8x5_UNORM_BLOCK † † †
VK_FORMAT_ASTC_8x5_SRGB_BLOCK † † †
VK_FORMAT_ASTC_8x6_UNORM_BLOCK † † †
VK_FORMAT_ASTC_8x6_SRGB_BLOCK † † †
VK_FORMAT_ASTC_8x8_UNORM_BLOCK † † †
VK_FORMAT_ASTC_8x8_SRGB_BLOCK † † †
VK_FORMAT_ASTC_10x5_UNORM_BLOCK † † †
VK_FORMAT_ASTC_10x5_SRGB_BLOCK † † †
VK_FORMAT_ASTC_10x6_UNORM_BLOCK † † †
VK_FORMAT_ASTC_10x6_SRGB_BLOCK † † †
VK_FORMAT_ASTC_10x8_UNORM_BLOCK † † †
Table 55. Formats requiring sampler Y′CBCR conversion for VK_IMAGE_ASPECT_COLOR_BIT image views
VK_FORMAT_FEATURE_SAMPLED_IMAGE_YCBCR_CONVERSION_CHROMA_RECONSTRUCTION_EXPLICIT_FORCEABLE_
BIT
VK_FORMAT_FEATURE_SAMPLED_IMAGE_YCBCR_CONVERSION_CHROMA_RECONSTRUCTION_EXPLICIT_BIT
VK_FORMAT_FEATURE_SAMPLED_IMAGE_YCBCR_CONVERSION_SEPARATE_RECONSTRUCTION_FILTER_BIT
VK_FORMAT_FEATURE_SAMPLED_IMAGE_YCBCR_CONVERSION_LINEAR_FILTER_BIT
VK_FORMAT_FEATURE_MIDPOINT_CHROMA_SAMPLES_BIT
VK_FORMAT_FEATURE_COSITED_CHROMA_SAMPLES_BIT ↓
↓
VK_FORMAT_FEATURE_TRANSFER_DST_BIT ↓
↓
VK_FORMAT_FEATURE_TRANSFER_SRC_BIT ↓
↓
VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT ↓
↓
VK_FORMAT_FEATURE_DISJOINT_BIT ↓
↓
Format Planes
VK_FORMAT_G8B8G8R8_422_UNORM 1
VK_FORMAT_B8G8R8G8_422_UNORM 1
VK_FORMAT_G8_B8_R8_3PLANE_420_UNORM 3 ✓ ✓ ✓ ✓
VK_FORMAT_G8_B8R8_2PLANE_420_UNORM 2 ✓ ✓ ✓ ✓
VK_FORMAT_G8_B8_R8_3PLANE_422_UNORM 3
VK_FORMAT_G8_B8R8_2PLANE_422_UNORM 2
VK_FORMAT_G8_B8_R8_3PLANE_444_UNORM 3
VK_FORMAT_R10X6G10X6B10X6A10X6_UNORM_4PACK16 1
VK_FORMAT_G10X6B10X6G10X6R10X6_422_UNORM_4PACK16 1
VK_FORMAT_B10X6G10X6R10X6G10X6_422_UNORM_4PACK16 1
// Provided by VK_VERSION_1_0
VkResult vkGetPhysicalDeviceImageFormatProperties(
VkPhysicalDevice physicalDevice,
VkFormat format,
VkImageType type,
VkImageTiling tiling,
VkImageUsageFlags usage,
VkImageCreateFlags flags,
VkImageFormatProperties* pImageFormatProperties);
• physicalDevice is the physical device from which to query the image capabilities.
The format, type, tiling, usage, and flags parameters correspond to parameters that would be
consumed by vkCreateImage (as members of VkImageCreateInfo).
Return Codes
Success
• VK_SUCCESS
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
• VK_ERROR_FORMAT_NOT_SUPPORTED
// Provided by VK_VERSION_1_0
typedef struct VkImageFormatProperties {
VkExtent3D maxExtent;
uint32_t maxMipLevels;
uint32_t maxArrayLayers;
VkSampleCountFlags sampleCounts;
VkDeviceSize maxResourceSize;
} VkImageFormatProperties;
• maxMipLevels is the maximum number of mipmap levels. maxMipLevels must be equal to the
number of levels in the complete mipmap chain based on the maxExtent.width, maxExtent.height,
and maxExtent.depth, except when one of the following conditions is true, in which case it may
instead be 1:
◦ image format is one of those listed in Formats requiring sampler Y′CBCR conversion for
VK_IMAGE_ASPECT_COLOR_BIT image views
• maxArrayLayers is the maximum number of array layers. maxArrayLayers must be no less than
VkPhysicalDeviceLimits::maxImageArrayLayers, except when one of the following conditions is
true, in which case it may instead be 1:
◦ tiling is VK_IMAGE_TILING_LINEAR
◦ format is one of those listed in Formats requiring sampler Y′CBCR conversion for
VK_IMAGE_ASPECT_COLOR_BIT image views
• maxResourceSize is an upper bound on the total image size in bytes, inclusive of all image
subresources. Implementations may have an address space limit on total size of a resource,
31
which is advertised by this property. maxResourceSize must be at least 2 .
Note
There is no mechanism to query the size of an image before creating it, to compare
that size against maxResourceSize. If an application attempts to create an image that
exceeds this limit, the creation will fail and vkCreateImage will return
31
VK_ERROR_OUT_OF_DEVICE_MEMORY. While the advertised limit must be at least 2 , it
may not be possible to create an image that approaches that size, particularly for
VK_IMAGE_TYPE_1D.
Note
• physicalDevice is the physical device from which to query the image capabilities.
Return Codes
Success
• VK_SUCCESS
Failure
• VK_ERROR_OUT_OF_HOST_MEMORY
• VK_ERROR_OUT_OF_DEVICE_MEMORY
• VK_ERROR_FORMAT_NOT_SUPPORTED
• pNext is NULL or a pointer to a structure extending this structure. The pNext chain of
VkPhysicalDeviceImageFormatInfo2 is used to provide additional image parameters to
vkGetPhysicalDeviceImageFormatProperties2.
• Each pNext member of any structure (including this one) in the pNext chain must be either
NULL or a pointer to a valid instance of VkImageFormatListCreateInfo,
VkImageStencilUsageCreateInfo, or VkPhysicalDeviceExternalImageFormatInfo
• The sType value of each struct in the pNext chain must be unique
// Provided by VK_VERSION_1_1
typedef struct VkImageFormatProperties2 {
VkStructureType sType;
void* pNext;
VkImageFormatProperties imageFormatProperties;
} VkImageFormatProperties2;
• pNext is NULL or a pointer to a structure extending this structure. The pNext chain of
VkImageFormatProperties2 is used to allow the specification of additional capabilities to be
returned from vkGetPhysicalDeviceImageFormatProperties2.
Note
Filling imageFormatProperties with zero for unsupported formats is an exception to
the usual rule that output structures have undefined contents on error. This
exception was unintentional, but is preserved for backwards compatibility. This
exeption only applies to imageFormatProperties, not sType, pNext, or any structures
chained from pNext.
• Each pNext member of any structure (including this one) in the pNext chain must be either
NULL or a pointer to a valid instance of VkExternalImageFormatProperties or
VkSamplerYcbcrConversionImageFormatProperties
• The sType value of each struct in the pNext chain must be unique
To determine the image capabilities compatible with an external memory handle type, add a
VkPhysicalDeviceExternalImageFormatInfo structure to the pNext chain of the
VkPhysicalDeviceImageFormatInfo2 structure and a VkExternalImageFormatProperties structure to
the pNext chain of the VkImageFormatProperties2 structure.
// Provided by VK_VERSION_1_1
typedef struct VkPhysicalDeviceExternalImageFormatInfo {
VkStructureType sType;
const void* pNext;
VkExternalMemoryHandleTypeFlagBits handleType;
} VkPhysicalDeviceExternalImageFormatInfo;
If handleType is not compatible with the format, type, tiling, usage, and flags specified in
VkPhysicalDeviceImageFormatInfo2, then vkGetPhysicalDeviceImageFormatProperties2 returns
VK_ERROR_FORMAT_NOT_SUPPORTED.
// Provided by VK_VERSION_1_1
typedef VkFlags VkExternalMemoryHandleTypeFlags;
// Provided by VK_VERSION_1_1
typedef struct VkExternalImageFormatProperties {
VkStructureType sType;
void* pNext;
VkExternalMemoryProperties externalMemoryProperties;
} VkExternalImageFormatProperties;
// Provided by VK_VERSION_1_1
typedef struct VkExternalMemoryProperties {
VkExternalMemoryFeatureFlags externalMemoryFeatures;
VkExternalMemoryHandleTypeFlags exportFromImportedHandleTypes;
VkExternalMemoryHandleTypeFlags compatibleHandleTypes;
} VkExternalMemoryProperties;
// Provided by VK_VERSION_1_1
typedef enum VkExternalMemoryFeatureFlagBits {
VK_EXTERNAL_MEMORY_FEATURE_DEDICATED_ONLY_BIT = 0x00000001,
VK_EXTERNAL_MEMORY_FEATURE_EXPORTABLE_BIT = 0x00000002,
VK_EXTERNAL_MEMORY_FEATURE_IMPORTABLE_BIT = 0x00000004,
} VkExternalMemoryFeatureFlagBits;
Because their semantics in external APIs roughly align with that of an image or buffer with a
dedicated allocation in Vulkan, implementations are required to report
VK_EXTERNAL_MEMORY_FEATURE_DEDICATED_ONLY_BIT for the following external handle types:
• VK_EXTERNAL_MEMORY_HANDLE_TYPE_D3D11_TEXTURE_BIT
• VK_EXTERNAL_MEMORY_HANDLE_TYPE_D3D11_TEXTURE_KMT_BIT
• VK_EXTERNAL_MEMORY_HANDLE_TYPE_D3D12_RESOURCE_BIT
// Provided by VK_VERSION_1_1
typedef VkFlags VkExternalMemoryFeatureFlags;
To determine the number of combined image samplers required to support a multi-planar format,
add VkSamplerYcbcrConversionImageFormatProperties to the pNext chain of the
VkImageFormatProperties2 structure in a call to vkGetPhysicalDeviceImageFormatProperties2.
// Provided by VK_VERSION_1_1
typedef struct VkSamplerYcbcrConversionImageFormatProperties {
VkStructureType sType;
void* pNext;
uint32_t combinedImageSamplerDescriptorCount;
} VkSamplerYcbcrConversionImageFormatProperties;
Note
All descriptors in a binding use the same maximum
combinedImageSamplerDescriptorCount descriptors to allow implementations to use a
uniform stride for dynamic indexing of the descriptors in the binding.
For example, consider a descriptor set layout binding with two descriptors and
immutable samplers for multi-planar formats
VkSamplerYcbcrConversionImageFormatProperties::combinedImageSamplerDescriptorCo
that have
unt values of 2 and 3 respectively. There are two descriptors in the binding and the
maximum combinedImageSamplerDescriptorCount is 3, so descriptor sets with this
layout consume 6 descriptors from the descriptor pool. To create a descriptor pool
that allows allocating four descriptor sets with this layout, descriptorCount must be
at least 24.
sampleCounts will be set to VK_SAMPLE_COUNT_1_BIT if at least one of the following conditions is true:
• tiling is VK_IMAGE_TILING_LINEAR
• format is one of those listed in Formats requiring sampler Y′CBCR conversion for
VK_IMAGE_ASPECT_COLOR_BIT image views
Otherwise, the bits set in sampleCounts will be the sample counts supported for the specified values
of usage and format. For each bit set in usage, the supported sample counts relate to the limits in
VkPhysicalDeviceLimits as follows:
If multiple bits are set in usage, sampleCounts will be the intersection of the per-usage values
described above.
If none of the bits described above are set in usage, then there is no corresponding limit in
VkPhysicalDeviceLimits. In this case, sampleCounts must include at least VK_SAMPLE_COUNT_1_BIT.
Implementations may support extent values larger than the required minimum/maximum values
for certain types of images. VkImageFormatProperties::maxExtent for each type is subject to the
constraints below.
Note
Implementations must support images with dimensions up to the required
minimum/maximum values for all types of images. It follows that the query for
additional capabilities must return extent values that are at least as large as the
required values.
For VK_IMAGE_TYPE_1D:
• maxExtent.width ≥ VkPhysicalDeviceLimits.maxImageDimension1D
• maxExtent.height = 1
• maxExtent.depth = 1
• maxExtent.width ≥ VkPhysicalDeviceLimits.maxImageDimension2D
• maxExtent.height ≥ VkPhysicalDeviceLimits.maxImageDimension2D
• maxExtent.depth = 1
• maxExtent.width ≥ VkPhysicalDeviceLimits.maxImageDimensionCube
• maxExtent.height ≥ VkPhysicalDeviceLimits.maxImageDimensionCube
For VK_IMAGE_TYPE_3D:
• maxExtent.width ≥ VkPhysicalDeviceLimits.maxImageDimension3D
• maxExtent.height ≥ VkPhysicalDeviceLimits.maxImageDimension3D
• maxExtent.depth ≥ VkPhysicalDeviceLimits.maxImageDimension3D
// Provided by VK_VERSION_1_1
void vkGetPhysicalDeviceExternalBufferProperties(
VkPhysicalDevice physicalDevice,
const VkPhysicalDeviceExternalBufferInfo* pExternalBufferInfo,
VkExternalBufferProperties* pExternalBufferProperties);
• physicalDevice is the physical device from which to query the buffer capabilities.
// Provided by VK_VERSION_1_1
typedef struct VkPhysicalDeviceExternalBufferInfo {
VkStructureType sType;
const void* pNext;
VkBufferCreateFlags flags;
VkBufferUsageFlags usage;
VkExternalMemoryHandleTypeFlagBits handleType;
} VkPhysicalDeviceExternalBufferInfo;
// Provided by VK_VERSION_1_1
typedef struct VkExternalBufferProperties {
VkStructureType sType;
void* pNext;
VkExternalMemoryProperties externalMemoryProperties;
} VkExternalBufferProperties;
• physicalDevice is the physical device from which to query the semaphore capabilities.
// Provided by VK_VERSION_1_1
typedef struct VkPhysicalDeviceExternalSemaphoreInfo {
VkStructureType sType;
const void* pNext;
VkExternalSemaphoreHandleTypeFlagBits handleType;
} VkPhysicalDeviceExternalSemaphoreInfo;
• The sType value of each struct in the pNext chain must be unique
// Provided by VK_VERSION_1_1
typedef enum VkExternalSemaphoreHandleTypeFlagBits {
VK_EXTERNAL_SEMAPHORE_HANDLE_TYPE_OPAQUE_FD_BIT = 0x00000001,
VK_EXTERNAL_SEMAPHORE_HANDLE_TYPE_OPAQUE_WIN32_BIT = 0x00000002,
VK_EXTERNAL_SEMAPHORE_HANDLE_TYPE_OPAQUE_WIN32_KMT_BIT = 0x00000004,
VK_EXTERNAL_SEMAPHORE_HANDLE_TYPE_D3D12_FENCE_BIT = 0x00000008,
VK_EXTERNAL_SEMAPHORE_HANDLE_TYPE_SYNC_FD_BIT = 0x00000010,
VK_EXTERNAL_SEMAPHORE_HANDLE_TYPE_D3D11_FENCE_BIT =
VK_EXTERNAL_SEMAPHORE_HANDLE_TYPE_D3D12_FENCE_BIT,
} VkExternalSemaphoreHandleTypeFlagBits;
• VK_EXTERNAL_SEMAPHORE_HANDLE_TYPE_D3D11_FENCE_BIT is an alias of
VK_EXTERNAL_SEMAPHORE_HANDLE_TYPE_D3D12_FENCE_BIT with the same meaning. It is provided for
convenience and code clarity when interacting with D3D11 fences.
// Provided by VK_VERSION_1_1
typedef VkFlags VkExternalSemaphoreHandleTypeFlags;
// Provided by VK_VERSION_1_1
typedef struct VkExternalSemaphoreProperties {
VkStructureType sType;
void* pNext;
VkExternalSemaphoreHandleTypeFlags exportFromImportedHandleTypes;
VkExternalSemaphoreHandleTypeFlags compatibleHandleTypes;
VkExternalSemaphoreFeatureFlags externalSemaphoreFeatures;
} VkExternalSemaphoreProperties;
// Provided by VK_VERSION_1_1
typedef enum VkExternalSemaphoreFeatureFlagBits {
VK_EXTERNAL_SEMAPHORE_FEATURE_EXPORTABLE_BIT = 0x00000001,
VK_EXTERNAL_SEMAPHORE_FEATURE_IMPORTABLE_BIT = 0x00000002,
} VkExternalSemaphoreFeatureFlagBits;
// Provided by VK_VERSION_1_1
typedef VkFlags VkExternalSemaphoreFeatureFlags;
// Provided by VK_VERSION_1_1
void vkGetPhysicalDeviceExternalFenceProperties(
VkPhysicalDevice physicalDevice,
const VkPhysicalDeviceExternalFenceInfo* pExternalFenceInfo,
VkExternalFenceProperties* pExternalFenceProperties);
• physicalDevice is the physical device from which to query the fence capabilities.
// Provided by VK_VERSION_1_1
typedef struct VkPhysicalDeviceExternalFenceInfo {
VkStructureType sType;
const void* pNext;
VkExternalFenceHandleTypeFlagBits handleType;
} VkPhysicalDeviceExternalFenceInfo;
Note
Handles of type VK_EXTERNAL_FENCE_HANDLE_TYPE_SYNC_FD_BIT generated by the
implementation may represent either Linux Sync Files or Android Fences at the
implementation’s discretion. Applications should only use operations defined for
both types of file descriptors, unless they know via means external to Vulkan the
type of the file descriptor, or are prepared to deal with the system-defined
operation failures resulting from using the wrong type.
// Provided by VK_VERSION_1_1
typedef VkFlags VkExternalFenceHandleTypeFlags;
// Provided by VK_VERSION_1_1
typedef struct VkExternalFenceProperties {
VkStructureType sType;
void* pNext;
VkExternalFenceHandleTypeFlags exportFromImportedHandleTypes;
VkExternalFenceHandleTypeFlags compatibleHandleTypes;
VkExternalFenceFeatureFlags externalFenceFeatures;
} VkExternalFenceProperties;
// Provided by VK_VERSION_1_1
typedef enum VkExternalFenceFeatureFlagBits {
VK_EXTERNAL_FENCE_FEATURE_EXPORTABLE_BIT = 0x00000001,
VK_EXTERNAL_FENCE_FEATURE_IMPORTABLE_BIT = 0x00000002,
} VkExternalFenceFeatureFlagBits;
// Provided by VK_VERSION_1_1
typedef VkFlags VkExternalFenceFeatureFlags;
The VkObjectType enumeration defines values, each of which corresponds to a specific Vulkan
handle type. These values can be used to associate debug information with a particular type of
object through one or more extensions.
// Provided by VK_VERSION_1_0
typedef enum VkObjectType {
VK_OBJECT_TYPE_UNKNOWN = 0,
VK_OBJECT_TYPE_INSTANCE = 1,
VK_OBJECT_TYPE_PHYSICAL_DEVICE = 2,
VK_OBJECT_TYPE_DEVICE = 3,
VK_OBJECT_TYPE_QUEUE = 4,
VK_OBJECT_TYPE_SEMAPHORE = 5,
VK_OBJECT_TYPE_COMMAND_BUFFER = 6,
VK_OBJECT_TYPE_FENCE = 7,
VK_OBJECT_TYPE_DEVICE_MEMORY = 8,
VK_OBJECT_TYPE_BUFFER = 9,
VK_OBJECT_TYPE_IMAGE = 10,
VK_OBJECT_TYPE_EVENT = 11,
VK_OBJECT_TYPE_QUERY_POOL = 12,
VK_OBJECT_TYPE_BUFFER_VIEW = 13,
VK_OBJECT_TYPE_IMAGE_VIEW = 14,
VK_OBJECT_TYPE_SHADER_MODULE = 15,
VK_OBJECT_TYPE_PIPELINE_CACHE = 16,
VK_OBJECT_TYPE_PIPELINE_LAYOUT = 17,
VK_OBJECT_TYPE_RENDER_PASS = 18,
VK_OBJECT_TYPE_PIPELINE = 19,
VK_OBJECT_TYPE_DESCRIPTOR_SET_LAYOUT = 20,
VK_OBJECT_TYPE_SAMPLER = 21,
VK_OBJECT_TYPE_DESCRIPTOR_POOL = 22,
VK_OBJECT_TYPE_DESCRIPTOR_SET = 23,
VK_OBJECT_TYPE_FRAMEBUFFER = 24,
VK_OBJECT_TYPE_COMMAND_POOL = 25,
// Provided by VK_VERSION_1_1
VK_OBJECT_TYPE_SAMPLER_YCBCR_CONVERSION = 1000156000,
// Provided by VK_VERSION_1_1
VK_OBJECT_TYPE_DESCRIPTOR_UPDATE_TEMPLATE = 1000085000,
} VkObjectType;
If this Specification was generated with any such extensions included, they will be described in the
remainder of this chapter.
Capabilities
The table below lists the set of SPIR-V capabilities that may be supported in Vulkan
implementations. The application must not use any of these capabilities in SPIR-V passed to
vkCreateShaderModule unless one of the following conditions is met for the VkDevice specified in
the device parameter of vkCreateShaderModule:
Table 60. List of SPIR-V Capabilities and corresponding Vulkan features, extensions, or core version
The application must not pass a SPIR-V module containing any of the following to
vkCreateShaderModule:
• an unsupported capability, or
• a capability which corresponds to a Vulkan feature or extension which has not been enabled.
SPIR-V Extensions
The application can pass a SPIR-V module to vkCreateShaderModule that uses the following SPIR-V
extensions if one of the following conditions is met for the VkDevice specified in the device
parameter of vkCreateShaderModule:
Table 61. List of SPIR-V Extensions and corresponding Vulkan extensions or core version
Rules which can be validated with only the SPIR-V module itself and do not depend on knowledge
of the implementation and its capabilities or knowledge of runtime information such as enabled
features.
• Every entry point must have no return value and accept no arguments.
• Recursion: The static function-call graph for an entry point must not contain cycles.
◦ Workgroup
▪ The Workgroup scope must only be used in the tessellation control, and compute
execution models.
◦ Subgroup
◦ Device
◦ QueueFamily
◦ Workgroup
▪ The WorkGroup scope must only be used in the compute execution model(s).
◦ Subgroup
◦ Invocation
◦ Subgroup
◦ UniformConstant
◦ Input
◦ Uniform
◦ Output
◦ Workgroup
▪ The Workgroup storage class must only be used in the compute execution model(s).
◦ Private
◦ Function
◦ PushConstant
◦ Image
◦ StorageBuffer
◦ PhysicalStorageBuffer
◦ Sequentially consistent atomics and barriers are not supported and SequentiallyConsistent
is treated as AcquireRelease. SequentiallyConsistent should not be used.
• Any OpVariable with the result type pointing to an 8-bit integer object or an object containing an
8-bit integer element must not have one of the following as its Storage Class operand:
◦ Uniform
◦ PushConstant
◦ StorageBuffer
• Any OpVariable with the result type pointing to a 16-bit floating-point object or an object
containing a 16-bit floating-point element must not have one of the following as its Storage
Class operand:
◦ Uniform
◦ PushConstant
◦ StorageBuffer
• Any OpVariable with an Initializer operand must have one of the following as its Storage Class
operand:
◦ Output
◦ Private
◦ Function
• The OriginLowerLeft execution mode must not be used; fragment entry points must declare
OriginUpperLeft.
• The PixelCenterInteger execution mode must not be used. Pixels are always centered at half-
integer coordinates.
◦ OpTypeImage
◦ OpTypeSampler
◦ OpTypeSampledImage
◦ The (u,v) coordinates used for a SubpassData must be the <id> of a constant vector (0,0), or if
a layer coordinate is used, must be a vector that was formed with constant 0 for the u and v
components.
• Any image operation must use at most one of the Offset, ConstOffset, and ConstOffsets image
operands.
• Decorations
◦ Any BuiltIn decoration not listed in Built-In Variables must not be used.
◦ The Flat, NoPerspective, Sample, and Centroid decorations must not be used on variables
with storage class other than Input or on variables used in the interface of non-fragment
shader entry points.
◦ The Patch decoration must not be used on variables in the interface of a vertex, geometry, or
fragment shader stage’s entry point.
◦ Only the round-to-nearest-even and the round-towards-zero rounding modes can be used
for the FPRoundingMode decoration.
◦ The FPRoundingMode decoration can only be used for the floating-point conversion
instructions as described in the SPV_KHR_16bit_storage SPIR-V extension.
◦ Variables decorated with Invariant and variables with structure types that have any
members decorated with Invariant must be in the Output or Input storage class. Invariant
used on an Input storage class variable or structure member has no effect.
◦ the last member of an OpTypeStruct that is in the StorageBuffer storage class decorated as
Block, or that is in the PhysicalStorageBuffer storage class decorated as Block, or that is in the
Uniform storage class decorated as BufferBlock.
• Specialization constants:
• Compute Shaders
◦ For each compute shader entry point, either a LocalSize execution mode or an object
decorated with the WorkgroupSize decoration must be specified.
◦ Reduce
◦ InclusiveScan
◦ ExclusiveScan
• Atomic instructions must declare a scalar 32-bit integer type, for the value pointed to by
Pointer.
• The Base operand of OpPtrAccessChain must point to one of the following storage classes:
◦ All instructions that support memory access operands and that use a physical pointer must
include the Aligned operand.
◦ Any access chain instruction that accesses into a RowMajor matrix must only be used as the
Pointer operand to OpLoad or OpStore.
◦ OpConvertUToPtr and OpConvertPtrToU must use an integer type whose Width is 64.
Rules which must be validated at runtime as they depend on knowledge of the implementation and
its capabilities or knowledge of runtime information such as enabled features.
• If vulkanMemoryModel is not enabled, Device memory scope only extends to the queue family, not
the whole device.
• The converted bit width, signedness, and numeric type of the Image Format operand of an
OpTypeImage must match the Sampled Type, as defined in Image Format and Type Matching.
• Any BuiltIn decoration that corresponds only to Vulkan features or extensions that have not
been enabled must not be used.
• OpTypeRuntimeArray must only be used for an array of variables with storage class Uniform,
StorageBuffer, or UniformConstant, or for the outermost dimension of an array of arrays of such
variables if the runtimeDescriptorArray feature is enabled,
• If an instruction loads from or stores to a resource (including atomics and image instructions)
and the resource descriptor being accessed is not dynamically uniform, then the operand
corresponding to that resource (e.g. the pointer or sampled image operand) must be decorated
with NonUniform.
• “Result Type” for Non Uniform Group Operations must be limited to 32-bit floating-point, 32-
bit integer, boolean, or vectors of these types.
◦ If the Float64 capability is enabled, 64-bit floating-point and vector of 64-bit floating-point
types are also permitted.
• If subgroupBroadcastDynamicId is VK_TRUE, and the shader module version is 1.5 or higher, the
“Index” for OpGroupNonUniformQuadBroadcast must be dynamically uniform within the derivative
group. Otherwise, “Index” must be a constant.
• If subgroupBroadcastDynamicId is VK_TRUE, and the shader module version is 1.5 or higher, the “Id”
for OpGroupNonUniformBroadcast must be dynamically uniform within the subgroup. Otherwise,
“Id” must be a constant.
• If the PhysicalStorageBuffer64 addressing model is enabled any load or store through a physical
pointer type must be aligned to a multiple of the size of the largest scalar type in the pointed-to
type.
• DescriptorSet and Binding decorations must obey the constraints on storage class, type, and
descriptor type described in DescriptorSet and Binding Assignment
• If fragmentStoresAndAtomics is not enabled, then all storage image, storage texel buffer, and
storage buffer variables in the fragment stage must be decorated with the NonWritable
decoration.
• If vertexPipelineStoresAndAtomics is not enabled, then all storage image, storage texel buffer,
and storage buffer variables in the vertex, tessellation, and geometry stages must be decorated
with the NonWritable decoration.
• Group operations with subgroup scope must not be used if the shader stage is not in
subgroupSupportedStages.
• Positive and negative infinities and positive and negative zeros are generated as dictated by
IEEE 754, but subject to the precisions allowed in the following table.
• Dividing a non-zero by a zero results in the appropriately signed IEEE 754 infinity.
• Signaling NaNs are not required to be generated and exceptions are never raised. Signaling NaN
may be converted to quiet NaNs values by any floating point instruction.
◦ The following core SPIR-V instructions must respect the SignedZeroInfNanPreserve execution
mode: OpPhi, OpSelect, OpReturnValue, OpVectorExtractDynamic, OpVectorInsertDynamic,
OpVectorShuffle, OpCompositeConstruct, OpCompositeExtract, OpCompositeInsert, OpCopyObject,
OpTranspose, OpFConvert, OpFNegate, OpFAdd, OpFSub, OpFMul, OpStore. This execution mode must
also be respected by OpLoad except for loads from the Input storage class in the fragment
shader stage with the floating-point result type. Other SPIR-V instructions may also respect
the SignedZeroInfNanPreserve execution mode.
◦ By default, any half, single, or double-precision denormalized value input into a shader or
potentially generated by any instruction (except those listed above) or any extended
◦ If the entry point is declared with the DenormFlushToZero execution mode then for the
affected instuctions the denormalized result must be flushed to zero and the denormalized
operands may be flushed to zero. Denormalized values obtained via unpacking an integer
into a vector of values with smaller bit width and interpreting those values as floating-point
numbers must be flushed to zero.
◦ The following core SPIR-V instructions must respect the DenormFlushToZero execution mode:
OpSpecConstantOp (with opcode OpFConvert), OpFConvert, OpFNegate, OpFAdd, OpFSub, OpFMul,
OpFDiv, OpFRem, OpFMod, OpVectorTimesScalar, OpMatrixTimesScalar, OpVectorTimesMatrix,
OpMatrixTimesVector, OpMatrixTimesMatrix, OpOuterProduct, OpDot; and the following extended
instructions for GLSL: Round, RoundEven, Trunc, FAbs, Floor, Ceil, Fract, Radians, Degrees, Sin,
Cos, Tan, Asin, Acos, Atan, Sinh, Cosh, Tanh, Asinh, Acosh, Atanh, Atan2, Pow, Exp, Log, Exp2, Log2,
Sqrt, InverseSqrt, Determinant, MatrixInverse, Modf, ModfStruct, FMin, FMax, FClamp, FMix, Step,
SmoothStep, Fma, UnpackHalf2x16, UnpackDouble2x32, Length, Distance, Cross, Normalize,
FaceForward, Reflect, Refract, NMin, NMax, NClamp. Other SPIR-V instructions (except those
excluded above) may also flush denormalized values.
◦ The following core SPIR-V instructions must respect the DenormPreserve execution mode:
OpTranspose, OpSpecConstantOp, OpFConvert, OpFNegate, OpFAdd, OpFSub, OpFMul,
OpVectorTimesScalar, OpMatrixTimesScalar, OpVectorTimesMatrix, OpMatrixTimesVector,
OpMatrixTimesMatrix, OpOuterProduct, OpDot, OpFOrdEqual, OpFUnordEqual, OpFOrdNotEqual,
OpFUnordNotEqual, OpFOrdLessThan, OpFUnordLessThan, OpFOrdGreaterThan, OpFUnordGreaterThan,
OpFOrdLessThanEqual, OpFUnordLessThanEqual, OpFOrdGreaterThanEqual,
OpFUnordGreaterThanEqual; and the following extended instructions for GLSL: FAbs, FSign,
Radians, Degrees, FMin, FMax, FClamp, FMix, Fma, PackHalf2x16, PackDouble2x32, UnpackHalf2x16,
UnpackDouble2x32, NMin, NMax, NClamp. Other SPIR-V instructions may also preserve denorm
values.
The precision of operations is defined either in terms of rounding, as an error bound in ULP, or as
inherited from a formula as follows.
Correctly Rounded
Operations described as “correctly rounded” will return the infinitely precise result, x, rounded so
as to be representable in floating-point. The rounding mode is not specified, unless the entry point
is declared with the RoundingModeRTE or the RoundingModeRTZ execution mode. These execution modes
affect only correctly rounded SPIR-V instructions. These execution modes do not affect
OpQuantizeToF16. If the rounding mode is not specified then this rounding is implementation
specific, subject to the following rules. If x is exactly representable then x will be returned.
Otherwise, either the floating-point value closest to and no less than x or the value closest to and no
greater than x will be returned.
ULP
Where an error bound of n ULP (units in the last place) is given, for an operation with infinitely
precise result x the value returned must be in the range [x - n × ulp(x), x + n × ulp(x)]. The function
ulp(x) is defined as follows:
Where the range of allowed return values includes any value of magnitude larger than that of the
largest representable finite floating-point number, operations may, additionally, return either an
infinity of the appropriate sign or the finite number with the largest magnitude of the appropriate
sign. If the infinitely precise result of the operation is not mathematically defined then the value
returned is undefined.
Inherited From …
Where an operation’s precision is described as being inherited from a formula, the result returned
must be at least as accurate as the result of computing an approximation to x using a formula
equivalent to the given formula applied to the supplied inputs. Specifically, the formula given may
be transformed using the mathematical associativity, commutativity and distributivity of the
operators involved to yield an equivalent formula. The SPIR-V precision rules, when applied to each
such formula and the given input values, define a range of permitted values. If NaN is one of the
permitted values then the operation may return any result, otherwise let the largest permitted
value in any of the ranges be Fmax and the smallest be Fmin. The operation must return a value in the
range [x - E, x + E] where . If the entry point is declared with the
DenormFlushToZero execution mode, then any intermediate denormal value(s) while evaluating the
formula may be flushed to zero. Denormal final results must be flushed to zero. If the entry point is
declared with the DenormPreserve execution mode, then denormals must be preserved throughout
the formula.
For half- (16 bit) and single- (32 bit) precision instructions, precisions are required to be at least as
follows:
Note
The OpFRem and OpFMod instructions use cheap approximations of remainder, and
the error can be large due to the discontinuity in trunc() and floor(). This can
produce mathematically unexpected results in some cases, such as FMod(x,x)
computing x rather than 0, and can also cause the result to have a different sign
than the infinitely precise result.
log(), log2() 3 ULP outside the range 3 ULP outside the range
. Absolute error < . Absolute error <
inside the range . inside the range .
inversesqrt() 2 ULP.
refract(I, N, eta) Inherited from k < 0.0 ? 0.0 : eta × I - (eta × dot(N, I) + sqrt(k)) × N,
where k = 1 - eta × eta × (1.0 - dot(N, I) × dot(N, I)).
round Correctly rounded.
roundEven Correctly rounded.
trunc Correctly rounded.
GLSL.std.450 extended instructions specifically defined in terms of the above instructions inherit
the above errors. GLSL.std.450 extended instructions not listed above and not defined in terms of
the above have undefined precision.
For the OpSRem and OpSMod instructions, if either operand is negative the result is undefined.
Note
While the OpSRem and OpSMod instructions are supported by the Vulkan
environment, they require non-negative values and thus do not enable additional
functionality beyond what OpUMod provides.
For a given Image Format, the Sampled Type must be the type described in the Type column of the
below table, with its Literal Width set to that in the Bit Width column, and its Literal Signedness to
that in the Signedness column (where applicable).
Each operation is executed by a particular agent. Possible agents include each shader invocation,
each host thread, and each fixed-function stage of the pipeline.
Memory Location
A memory location identifies unique storage for 8 bits of data. Memory operations access a set of
memory locations consisting of one or more memory locations at a time, e.g. an operation accessing
a 32-bit integer in memory would read/write a set of four memory locations. Memory operations
that access whole aggregates may access any padding bytes between elements or members, but no
padding bytes at the end of the aggregate. Two sets of memory locations overlap if the intersection
of their sets of memory locations is non-empty. A memory operation must not affect memory at a
memory location not within its set of memory locations.
Memory locations for buffers and images are explicitly allocated in VkDeviceMemory objects, and
are implicitly allocated for SPIR-V variables in each shader invocation.
Allocation
The values stored in newly allocated memory locations are determined by a SPIR-V variable’s
initializer, if present, or else are undefined. At the time an allocation is created there have been no
memory operations to any of its memory locations. The initialization is not considered to be a
memory operation.
Memory Operation
For an operation A and memory location M:
Reference
A reference is an object that a particular agent can use to access a set of memory locations. On the
host, a reference is a host virtual address. On the device, a reference is:
• The descriptor that a variable is bound to, for variables in Image, Uniform, or StorageBuffer
storage classes. If the variable is an array (or array of arrays, etc.) then each element of the
array may be a unique reference.
• The address range for a buffer in PhysicalStorageBuffer storage class, where the base of the
address range is queried with vkGetBufferDeviceAddress and the length of the range is the size
of the buffer.
Two memory accesses through distinct references may require availability and visibility operations
as defined below.
Program-Order
A dynamic instance of an instruction is defined in SPIR-V (https://www.khronos.org/registry/spir-v/
specs/unified1/SPIRV.html#DynamicInstance) as a way of referring to a particular execution of a
static instruction. Program-order is an ordering on dynamic instances of instructions executed by a
single shader invocation:
• (Basic block): If instructions A and B are in the same basic block, and A is listed in the module
before B, then the n’th dynamic instance of A is program-ordered before the n’th dynamic
instance of B.
• (Branch): The dynamic instance of a branch or switch instruction is program-ordered before the
dynamic instance of the OpLabel instruction to which it transfers control.
• (Call exit): The dynamic instance of the instruction following an OpFunctionCall instruction is
program-ordered after the dynamic instance of the return instruction executed by the called
function.
For instructions executed on the host, the source language defines the program-order relation (e.g.
as “sequenced-before”).
Atomic Operation
An atomic operation on the device is any SPIR-V operation whose name begins with OpAtomic. An
atomic operation on the host is any operation performed with an std::atomic typed object.
Each atomic operation has a memory scope and a semantics. Informally, the scope determines
which other agents it is atomic with respect to, and the semantics constrains its ordering against
other memory accesses. Device atomic operations have explicit scopes and semantics. Each host
atomic operation implicitly uses the CrossDevice scope, and uses a memory semantics equivalent to
a C++ std::memory_order value of relaxed, acquire, release, acq_rel, or seq_cst.
Two atomic operations A and B are potentially-mutually-ordered if and only if all of the following
are true:
Two atomic operations A and B are mutually-ordered if and only if they are potentially-mutually-
ordered and any of the following are true:
• A is a device operation, B is a host operation, and the implementation supports concurrent host-
and device-atomics.
If two atomic operations are not mutually-ordered, and if their sets of memory
locations overlap, then each must be synchronized against the other as if they
were non-atomic operations.
Memory Semantics
Non-atomic memory operations, by default, may be observed by one agent in a different order than
they were written by another agent.
Atomics and some synchronization operations include memory semantics, which are flags that
constrain the order in which other memory accesses (including non-atomic memory accesses and
availability and visibility operations) performed by the same agent can be observed by other
agents, or can observe accesses by other agents.
Device instructions that include semantics are OpAtomic*, OpControlBarrier, OpMemoryBarrier, and
OpMemoryNamedBarrier. Host instructions that include semantics are some std::atomic methods and
memory fences.
• Acquire: A memory read with this semantic performs an acquire operation. A memory barrier
with this semantic is an acquire barrier.
• Release: A memory write with this semantic performs a release operation. A memory barrier
with this semantic is a release barrier.
The memory semantics operand also includes storage class semantics which indicate which storage
classes are constrained by the synchronization. SPIR-V storage class semantics include:
• UniformMemory
• WorkgroupMemory
• ImageMemory
• OutputMemory
Informally, these constraints limit how memory operations can be reordered, and
these limits apply not only to the order of accesses as performed in the agent that
executes the instruction, but also to the order the effects of writes become visible
to all other agents within the same instance of the instruction’s memory scope.
The memory semantics operand also optionally includes availability and visibility flags, which
apply optional availability and visibility operations as described in availability and visibility. The
availability/visibility flags are:
The specifics of these operations are defined in Availability and Visibility Semantics.
Host atomic operations may support a different list of memory semantics and synchronization
operations, depending on the host architecture and source language.
Release Sequence
After an atomic operation A performs a release operation on a set of memory locations M, the
release sequence headed by A is the longest continuous subsequence of A’s scoped modification
order that consists of:
This intentionally omits “atomic writes to M performed by the same agent that
performed A”, which is present in the corresponding C++ definition.
Synchronizes-With
Synchronizes-with is a relation between operations, where each operation is either an atomic
operation or a memory barrier (aka fence on the host).
If A and B are atomic operations, then A synchronizes-with B if and only if all of the following are
true:
If A is a release barrier and B is an atomic operation that performs an acquire operation, then A
synchronizes-with B if and only if all of the following are true:
• A is program-ordered before X
◦ If X is relaxed, it is still considered to head a hypothetical release sequence for this rule
If A is an atomic operation that performs a release operation and B is an acquire barrier, then A
synchronizes-with B if and only if all of the following are true:
• X is program-ordered before B
• A is program-ordered before X
• Y is program-ordered before B
◦ If X is relaxed, it is still considered to head a hypothetical release sequence for this rule
◦ NOTE: X and Y must have the same storage class, because they are mutually ordered.
If A is a release barrier and B is an acquire barrier and C is a control barrier (where A can
optionally equal C and B can optionally equal C), then A synchronizes-with B if all of the following
are true:
System-Synchronizes-With
System-synchronizes-with is a relation between arbitrary operations on the device or host. Certain
operations system-synchronize-with each other, which informally means the first operation occurs
before the second and that the synchronization is performed without using application-visible
memory accesses.
If there is an execution dependency between two operations A and B, then the operation in the first
synchronization scope system-synchronizes-with the operation in the second synchronization
scope.
System-synchronizes-with implicitly includes all storage class semantics and has CrossDevice scope.
More precisely, for private memory operations to be Location-Ordered between distinct agents
requires using system-synchronizes-with rather than shader-based synchronization. Non-private
memory operations still obey program-order.
Inter-Thread-Happens-Before
Let SC be a non-empty set of storage class semantics. Then (using template syntax) operation A
inter-thread-happens-before<SC> operation B if and only if any of the following is true:
• A system-synchronizes-with B
• A and B are both host operations and A inter-thread-happens-before B as defined in the host
language spec
Happens-Before
Operation A happens-before operation B if and only if any of the following is true:
Memory domains are named according to the agents whose memory accesses use the domain.
Domains used by shader invocations are organized hierarchically into multiple smaller memory
domains which correspond to the different scopes. Each memory domain is considered the dual of
a scope, and vice versa. The memory domains defined in Vulkan include:
• shader - accessible by shader agents for a particular device, corresponding to the Device scope
• queue family instance - accessible by shader agents in a single queue family, corresponding to
the QueueFamily scope.
• workgroup instance - accessible by shader agents in the same workgroup, corresponding to the
Workgroup scope.
• subgroup instance - accessible by shader agents in the same subgroup, corresponding to the
Subgroup scope.
The memory domains are nested in the order listed above, with memory domains later in the list
nested in the domains earlier in the list.
Availability operations, visibility operations, and memory domain operations alter the state of the
write operations that happen-before them, and which are included in their source scope to be
available or visible to their destination scope.
• For a memory domain operation, the source scope is a memory domain and the destination
scope is a memory domain.
• For a visibility operation, the source scope is a set of memory domains and the destination
scope is a set of (agent,reference,memory location) tuples.
How the scopes are determined depends on the specific operation. Availability and memory
domain operations expand the set of memory domains to which the write is available. Visibility
operations expand the set of (agent,reference,memory location) tuples to which the write is visible.
Recall that availability and visibility states are per-memory location, and let W be a write operation
to one or more locations performed by agent A via reference R. Let L be one of the locations
written. (W,L) (the write W to L), is initially not available to any memory domain and only visible to
(A,R,L). An availability operation AV that happens-after W and that includes (A,R,L) in its source
scope makes (W,L) available to the memory domains in its destination scope.
A memory domain operation DOM that happens-after AV and for which (W,L) is available in the
source scope makes (W,L) available in the destination memory domain.
A visibility operation VIS that happens-after AV (or DOM) and for which (W,L) is available in any
domain in the source scope makes (W,L) visible to all (agent,reference,L) tuples included in its
destination scope.
If write W2 happens-after W, and their sets of memory locations overlap, then W will not be
available/visible to all agents/references for those memory locations that overlap (and future
AV/DOM/VIS ops cannot revive W’s write to those locations).
Availability, memory domain, and visibility operations are treated like other non-atomic memory
accesses for the purpose of memory semantics, meaning they can be ordered by release-acquire
sequences or memory barriers.
Similarly, a visibility chain is a sequence of visibility operations from increasingly narrow memory
domains, where element N of the chain is performed in the dual scope instance of the source
memory domain of element N+1 and element N happens-before element N+1. An example is a
visibility operation with source scope of the shader domain that happens-before a visibility
operation with source scope of the workgroup instance domain performance by an invocation in
the same workgroup. A visibility chain VISC that happens-after AVC (or DOM) and for which (W,L) is
available in any domain in the source scope makes (W,L) visible to all (agent,reference,L) tuples
included in its final destination scope. A visibility chain with a single element is just the visibility
operation.
• If the source access mask includes VK_ACCESS_HOST_WRITE_BIT, then the dependency includes a
memory domain operation from host domain to device domain.
• An availability operation with source scope of all writes in the first access scope of the
dependency and a destination scope of the device domain.
• A visibility operation with source scope of the device domain and destination scope of the
second access scope of the dependency.
vkQueueSubmit performs a memory domain operation from host to device, and a visibility
operation with source scope of the device domain and destination scope of all agents and
references on the device.
A memory barrier or atomic operation via agent A that includes MakeVisible in its semantics
performs a visibility operation whose source scope is a set of memory domains selected as specified
below, and whose destination scope includes agent A and all references in the storage classes in
that instruction’s storage class semantics, and all memory locations. The implicit visibility operation
is program-ordered between the barrier or atomic and all other operations program-ordered after
the barrier or atomic.
The memory domains are selected based on the memory scope of the instruction as follows:
A memory read instruction that includes MakePointerVisible, or an image read instruction that
includes MakeTexelVisible, performs a visibility operation whose source scope is a set of memory
domains selected by the Scope operand as specified in Availability and Visibility Semantics, and
whose destination scope includes the agent and reference used to perform the read and the
memory locations read by the instruction. The implicit visibility operation is program-ordered
between read and all other operations program-ordered before the read.
Although reads with per-instruction visibility only perform visibility ops from the
shader or workgroup instance or subgroup instance domain, they will also see
writes that were made visible via the device domain, i.e. those writes previously
performed by non-shader agents and made visible via API commands.
Location-Ordered
Let X and Y be memory accesses to overlapping sets of memory locations M, where X != Y. Let (AX,R
X ) be the agent and reference used for X, and (AY,RY) be the agent and reference used for Y. For now,
rcpo
let “→” denote happens-before and “→ ” denote the reflexive closure of program-ordered before.
If D1 and D2 are different memory domains, then let DOM(D1,D2) be a memory domain operation
from D1 to D2. Otherwise, let DOM(D,D) be a placeholder such that X→DOM(D,D)→Y if and only if
X→Y.
X is location-ordered before Y for a location L in M if and only if any of the following is true:
◦ NOTE: this case means no availability/visibility ops required when it is the same
(agent,reference).
• If RX == RY and AX and AY access a common memory domain D (e.g. are in the same workgroup
instance if D is the workgroup instance domain), and both X and Y are non-private:
◦ If VkPhysicalDeviceVulkanMemoryModelFeatures
::vulkanMemoryModelAvailabilityVisibilityChains is VK_FALSE, then AVC and VISC must each
only have a single element in the chain, in each sub-bullet above.
• Let DX and DY each be either the device domain or the host domain, depending on whether AX
and AY execute on the device or host:
Applications must ensure that no data races occur during the execution of their application.
Data races can only occur due to instructions that are actually executed, and for
example an instruction skipped due to flow control must not contribute to a data
race.
Visible-To
Let X be a write and Y be a read whose sets of memory locations overlap, and let M be the set of
memory locations that overlap. Let M2 be a non-empty subset of M. Then X is visible-to Y for
memory locations M2 if and only if all of the following are true:
• There does not exist another write Z to any location L in M2 such that X is location-ordered
before Z for location L and Z is location-ordered before Y for location L.
It is possible for there to be a write between X and Y that overwrites a subset of the
memory locations, but the remaining memory locations (M2) will still be visible-to
Y.
Acyclicity
Reads-from is a relation between operations, where the first operation is a write, the second
operation is a read, and the second operation reads the value written by the first operation. From-
reads is a relation between operations, where the first operation is a read, the second operation is a
write, and the first operation reads a value written earlier than the second operation in the second
operation’s scoped modification order (or the first operation reads from the initial value, and the
second operation is any write to the same locations).
Then the implementation must guarantee that no cycles exist in the union of the following
relations:
• location-ordered
• reads-from
• from-reads
Let A and B be mutually-ordered atomic operations, where A is location-ordered before B. Then the
following rules are a consequence of acyclicity:
• If A and B are both reads and A does not read the initial value, then the write that A takes its
value from must be earlier in its own scoped modification order than (or the same as) the write
that B takes its value from (no cycles between location-order, reads-from, and from-reads).
• If A is a read and B is a write and A does not read the initial value, then A must take its value
from a write earlier than B in B’s scoped modification order (no cycles between location-order,
scope modification order, and reads-from).
• If A is a write and B is a read, then B must take its value from A or a write later than A in A’s
scoped modification order (no cycles between location-order, scoped modification order, and
from-reads).
• If A and B are both writes, then A must be earlier than B in A’s scoped modification order (no
cycles between location-order and scoped modification order).
• If A is a write and B is a read-modify-write and B reads the value written by A, then B comes
immediately after A in A’s scoped modification order (no cycles between scoped modification
order and from-reads).
Shader I/O
If a shader invocation A in a shader stage other than Vertex performs a memory read operation X
from an object in storage class Input, then X is system-synchronized-after all writes to the
corresponding Output storage variable(s) in the shader invocation(s) that contribute to generating
invocation A, and those writes are all visible-to X.
Deallocation
A call to vkFreeMemory must happen-after all memory operations on all memory locations in that
VkDeviceMemory object.
Note
The deallocation of SPIR-V variables is managed by the system and happens-after all operations on
those variables.
• An atomic write with release semantics must not be reordered against any read or write to SC
that is program-ordered before it (regardless of the storage class the atomic is in).
• An atomic read with acquire semantics must not be reordered against any read or write to SC
that is program-ordered after it (regardless of the storage class the atomic is in).
• Any write to SC program-ordered after a release barrier must not be reordered against any read
or write to SC program-ordered before that barrier.
• Any read from SC program-ordered before an acquire barrier must not be reordered against
any read or write to SC program-ordered after the barrier.
A control barrier (even if it has no memory semantics) must not be reordered against any memory
barriers.
This memory model allows memory accesses with and without availability and visibility
operations, as well as atomic operations, all to be performed on the same memory location. This is
critical to allow it to reason about memory that is reused in multiple ways, e.g. across the lifetime of
different shader invocations or draw calls. While GLSL (and legacy SPIR-V) applies the “coherent”
decoration to variables (for historical reasons), this model treats each memory access instruction as
having optional implicit availability/visibility operations. GLSL to SPIR-V compilers should map all
(non-atomic) operations on a coherent variable to Make{Pointer,Texel}{Available}{Visible} flags in
this model.
Atomic operations implicitly have availability/visibility operations, and the scope of those
operations is taken from the atomic operation’s scope.
Let X and Y be memory operations performed by shader invocations AX and AY. Operation X is
tessellation-output-ordered before operation Y if and only if all of the following are true:
Unless otherwise described, the quantities encoded in these compressed formats are treated as
normalized, unsigned values.
It is possible to build the specification for earlier versions, but to aid readability of the latest
versions, this appendix gives an overview of the changes as compared to earlier versions.
Version 1.2
Vulkan Version 1.2 promoted a number of key extensions into the core API:
• VK_KHR_8bit_storage
• VK_KHR_buffer_device_address
• VK_KHR_create_renderpass2
• VK_KHR_depth_stencil_resolve
• VK_KHR_draw_indirect_count
• VK_KHR_driver_properties
• VK_KHR_image_format_list
• VK_KHR_imageless_framebuffer
• VK_KHR_sampler_mirror_clamp_to_edge
• VK_KHR_separate_depth_stencil_layouts
• VK_KHR_shader_atomic_int64
• VK_KHR_shader_float16_int8
• VK_KHR_shader_float_controls
• VK_KHR_shader_subgroup_extended_types
• VK_KHR_spirv_1_4
• VK_KHR_timeline_semaphore
• VK_KHR_uniform_buffer_standard_layout
• VK_KHR_vulkan_memory_model
• VK_EXT_descriptor_indexing
• VK_EXT_host_query_reset
• VK_EXT_sampler_filter_minmax
• VK_EXT_scalar_block_layout
• VK_EXT_separate_stencil_usage
All differences in behavior between these extensions and the corresponding Vulkan 1.2
functionality are summarized below.
If the [VK_KHR_draw_indirect_count] extension is not supported, support for the entry points
vkCmdDrawIndirectCount and vkCmdDrawIndexedIndirectCount is optional. Support for this
feature is defined by VkPhysicalDeviceVulkan12Features::drawIndirectCount when queried via
vkGetPhysicalDeviceFeatures2.
In addition to the promoted extensions described above, Vulkan 1.2 added support for:
• The shaderOutputLayer feature which indicates that the ShaderLayer capability can be used.
• The samplerFilterMinmax feature which indicates whether the implementation supports the
minimum number of image formats that support the
VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_MINMAX_BIT feature bit as defined by the
filterMinmaxSingleComponentFormats property minimum requirements.
• The framebufferIntegerColorSampleCounts limit which indicates the color sample counts that
are supported for all framebuffer color attachments with integer formats.
New Macros
• VK_API_VERSION_1_2
New Commands
• vkCmdBeginRenderPass2
• vkCmdDrawIndexedIndirectCount
• vkCmdDrawIndirectCount
• vkCmdEndRenderPass2
• vkCmdNextSubpass2
• vkCreateRenderPass2
• vkGetBufferDeviceAddress
• vkGetBufferOpaqueCaptureAddress
• vkGetDeviceMemoryOpaqueCaptureAddress
• vkGetSemaphoreCounterValue
• vkResetQueryPool
• vkSignalSemaphore
• vkWaitSemaphores
New Structures
• VkAttachmentDescription2
• VkAttachmentReference2
• VkBufferDeviceAddressInfo
• VkConformanceVersion
• VkDeviceMemoryOpaqueCaptureAddressInfo
• VkFramebufferAttachmentImageInfo
• VkRenderPassCreateInfo2
• VkSemaphoreSignalInfo
• VkSemaphoreWaitInfo
• VkSubpassDependency2
• VkSubpassDescription2
• VkSubpassEndInfo
• Extending VkAttachmentDescription2:
◦ VkAttachmentDescriptionStencilLayout
• Extending VkAttachmentReference2:
◦ VkAttachmentReferenceStencilLayout
• Extending VkBufferCreateInfo:
◦ VkBufferOpaqueCaptureAddressCreateInfo
• Extending VkDescriptorSetAllocateInfo:
◦ VkDescriptorSetVariableDescriptorCountAllocateInfo
• Extending VkDescriptorSetLayoutCreateInfo:
◦ VkDescriptorSetLayoutBindingFlagsCreateInfo
• Extending VkDescriptorSetLayoutSupport:
◦ VkDescriptorSetVariableDescriptorCountLayoutSupport
• Extending VkFramebufferCreateInfo:
◦ VkFramebufferAttachmentsCreateInfo
◦ VkImageStencilUsageCreateInfo
◦ VkImageFormatListCreateInfo
• Extending VkMemoryAllocateInfo:
◦ VkMemoryOpaqueCaptureAddressAllocateInfo
◦ VkPhysicalDevice8BitStorageFeatures
◦ VkPhysicalDeviceBufferDeviceAddressFeatures
◦ VkPhysicalDeviceDescriptorIndexingFeatures
◦ VkPhysicalDeviceHostQueryResetFeatures
◦ VkPhysicalDeviceImagelessFramebufferFeatures
◦ VkPhysicalDeviceScalarBlockLayoutFeatures
◦ VkPhysicalDeviceSeparateDepthStencilLayoutsFeatures
◦ VkPhysicalDeviceShaderAtomicInt64Features
◦ VkPhysicalDeviceShaderFloat16Int8Features
◦ VkPhysicalDeviceTimelineSemaphoreFeatures
◦ VkPhysicalDeviceUniformBufferStandardLayoutFeatures
◦ VkPhysicalDeviceVulkan11Features
◦ VkPhysicalDeviceVulkan12Features
◦ VkPhysicalDeviceVulkanMemoryModelFeatures
• Extending VkPhysicalDeviceProperties2:
◦ VkPhysicalDeviceDepthStencilResolveProperties
◦ VkPhysicalDeviceDescriptorIndexingProperties
◦ VkPhysicalDeviceDriverProperties
◦ VkPhysicalDeviceFloatControlsProperties
◦ VkPhysicalDeviceSamplerFilterMinmaxProperties
◦ VkPhysicalDeviceTimelineSemaphoreProperties
◦ VkPhysicalDeviceVulkan11Properties
◦ VkPhysicalDeviceVulkan12Properties
• Extending VkRenderPassBeginInfo:
◦ VkRenderPassAttachmentBeginInfo
• Extending VkSamplerCreateInfo:
◦ VkSamplerReductionModeCreateInfo
◦ VkSemaphoreTypeCreateInfo
◦ VkTimelineSemaphoreSubmitInfo
• Extending VkSubpassDescription2:
◦ VkSubpassDescriptionDepthStencilResolve
New Enums
• VkDescriptorBindingFlagBits
• VkDriverId
• VkResolveModeFlagBits
• VkSamplerReductionMode
• VkSemaphoreType
• VkSemaphoreWaitFlagBits
• VkShaderFloatControlsIndependence
• VkDescriptorBindingFlags
• VkResolveModeFlags
• VkSemaphoreWaitFlags
• VK_MAX_DRIVER_INFO_SIZE
• VK_MAX_DRIVER_NAME_SIZE
• Extending VkBufferCreateFlagBits:
◦ VK_BUFFER_CREATE_DEVICE_ADDRESS_CAPTURE_REPLAY_BIT
• Extending VkBufferUsageFlagBits:
◦ VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT
• Extending VkDescriptorPoolCreateFlagBits:
◦ VK_DESCRIPTOR_POOL_CREATE_UPDATE_AFTER_BIND_BIT
• Extending VkDescriptorSetLayoutCreateFlagBits:
◦ VK_DESCRIPTOR_SET_LAYOUT_CREATE_UPDATE_AFTER_BIND_POOL_BIT
• Extending VkFormatFeatureFlagBits:
◦ VK_FORMAT_FEATURE_SAMPLED_IMAGE_FILTER_MINMAX_BIT
• Extending VkFramebufferCreateFlagBits:
◦ VK_FRAMEBUFFER_CREATE_IMAGELESS_BIT
• Extending VkImageLayout:
◦ VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_OPTIMAL
◦ VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_OPTIMAL
◦ VK_IMAGE_LAYOUT_STENCIL_ATTACHMENT_OPTIMAL
◦ VK_IMAGE_LAYOUT_STENCIL_READ_ONLY_OPTIMAL
• Extending VkMemoryAllocateFlagBits:
◦ VK_MEMORY_ALLOCATE_DEVICE_ADDRESS_BIT
◦ VK_MEMORY_ALLOCATE_DEVICE_ADDRESS_CAPTURE_REPLAY_BIT
• Extending VkResult:
◦ VK_ERROR_FRAGMENTATION
◦ VK_ERROR_INVALID_OPAQUE_CAPTURE_ADDRESS
• Extending VkSamplerAddressMode:
◦ VK_SAMPLER_ADDRESS_MODE_MIRROR_CLAMP_TO_EDGE
• Extending VkStructureType:
◦ VK_STRUCTURE_TYPE_ATTACHMENT_REFERENCE_2
◦ VK_STRUCTURE_TYPE_ATTACHMENT_REFERENCE_STENCIL_LAYOUT
◦ VK_STRUCTURE_TYPE_BUFFER_DEVICE_ADDRESS_INFO
◦ VK_STRUCTURE_TYPE_BUFFER_OPAQUE_CAPTURE_ADDRESS_CREATE_INFO
◦ VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_BINDING_FLAGS_CREATE_INFO
◦ VK_STRUCTURE_TYPE_DESCRIPTOR_SET_VARIABLE_DESCRIPTOR_COUNT_ALLOCATE_INFO
◦ VK_STRUCTURE_TYPE_DESCRIPTOR_SET_VARIABLE_DESCRIPTOR_COUNT_LAYOUT_SUPPORT
◦ VK_STRUCTURE_TYPE_DEVICE_MEMORY_OPAQUE_CAPTURE_ADDRESS_INFO
◦ VK_STRUCTURE_TYPE_FRAMEBUFFER_ATTACHMENTS_CREATE_INFO
◦ VK_STRUCTURE_TYPE_FRAMEBUFFER_ATTACHMENT_IMAGE_INFO
◦ VK_STRUCTURE_TYPE_IMAGE_FORMAT_LIST_CREATE_INFO
◦ VK_STRUCTURE_TYPE_IMAGE_STENCIL_USAGE_CREATE_INFO
◦ VK_STRUCTURE_TYPE_MEMORY_OPAQUE_CAPTURE_ADDRESS_ALLOCATE_INFO
◦ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_8BIT_STORAGE_FEATURES
◦ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_BUFFER_DEVICE_ADDRESS_FEATURES
◦ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DEPTH_STENCIL_RESOLVE_PROPERTIES
◦ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DESCRIPTOR_INDEXING_FEATURES
◦ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DESCRIPTOR_INDEXING_PROPERTIES
◦ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_DRIVER_PROPERTIES
◦ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FLOAT_CONTROLS_PROPERTIES
◦ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_HOST_QUERY_RESET_FEATURES
◦ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_IMAGELESS_FRAMEBUFFER_FEATURES
◦ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SAMPLER_FILTER_MINMAX_PROPERTIES
◦ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SCALAR_BLOCK_LAYOUT_FEATURES
◦ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SEPARATE_DEPTH_STENCIL_LAYOUTS_FEATURES
◦ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_ATOMIC_INT64_FEATURES
◦ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_FLOAT16_INT8_FEATURES
◦ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_SUBGROUP_EXTENDED_TYPES_FEATURES
◦ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_TIMELINE_SEMAPHORE_FEATURES
◦ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_TIMELINE_SEMAPHORE_PROPERTIES
◦ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_UNIFORM_BUFFER_STANDARD_LAYOUT_FEATURES
◦ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_1_FEATURES
◦ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_1_PROPERTIES
◦ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_1_2_PROPERTIES
◦ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VULKAN_MEMORY_MODEL_FEATURES
◦ VK_STRUCTURE_TYPE_RENDER_PASS_ATTACHMENT_BEGIN_INFO
◦ VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO_2
◦ VK_STRUCTURE_TYPE_SAMPLER_REDUCTION_MODE_CREATE_INFO
◦ VK_STRUCTURE_TYPE_SEMAPHORE_SIGNAL_INFO
◦ VK_STRUCTURE_TYPE_SEMAPHORE_TYPE_CREATE_INFO
◦ VK_STRUCTURE_TYPE_SEMAPHORE_WAIT_INFO
◦ VK_STRUCTURE_TYPE_SUBPASS_BEGIN_INFO
◦ VK_STRUCTURE_TYPE_SUBPASS_DEPENDENCY_2
◦ VK_STRUCTURE_TYPE_SUBPASS_DESCRIPTION_2
◦ VK_STRUCTURE_TYPE_SUBPASS_DESCRIPTION_DEPTH_STENCIL_RESOLVE
◦ VK_STRUCTURE_TYPE_SUBPASS_END_INFO
◦ VK_STRUCTURE_TYPE_TIMELINE_SEMAPHORE_SUBMIT_INFO
Version 1.1
Vulkan Version 1.1 promoted a number of key extensions into the core API:
• VK_KHR_16bit_storage
• VK_KHR_bind_memory2
• VK_KHR_dedicated_allocation
• VK_KHR_descriptor_update_template
• VK_KHR_device_group
• VK_KHR_device_group_creation
• VK_KHR_external_fence
• VK_KHR_external_fence_capabilities
• VK_KHR_external_memory
• VK_KHR_external_memory_capabilities
• VK_KHR_external_semaphore
• VK_KHR_external_semaphore_capabilities
• VK_KHR_get_memory_requirements2
• VK_KHR_get_physical_device_properties2
• VK_KHR_maintenance1
• VK_KHR_maintenance3
• VK_KHR_multiview
• VK_KHR_relaxed_block_layout
• VK_KHR_sampler_ycbcr_conversion
• VK_KHR_shader_draw_parameters
• VK_KHR_storage_buffer_storage_class
• VK_KHR_variable_pointers
Additionally, Vulkan 1.1 added support for group operations with subgroup scope, protected
memory, and a new command to enumerate the instance version.
New Macros
• VK_API_VERSION_1_1
• VkDescriptorUpdateTemplate
• VkSamplerYcbcrConversion
New Commands
• vkBindBufferMemory2
• vkBindImageMemory2
• vkCmdDispatchBase
• vkCreateDescriptorUpdateTemplate
• vkCreateSamplerYcbcrConversion
• vkDestroyDescriptorUpdateTemplate
• vkDestroySamplerYcbcrConversion
• vkEnumerateInstanceVersion
• vkEnumeratePhysicalDeviceGroups
• vkGetBufferMemoryRequirements2
• vkGetDescriptorSetLayoutSupport
• vkGetDeviceGroupPeerMemoryFeatures
• vkGetDeviceQueue2
• vkGetImageMemoryRequirements2
• vkGetImageSparseMemoryRequirements2
• vkGetPhysicalDeviceExternalBufferProperties
• vkGetPhysicalDeviceExternalFenceProperties
• vkGetPhysicalDeviceExternalSemaphoreProperties
• vkGetPhysicalDeviceFeatures2
• vkGetPhysicalDeviceFormatProperties2
• vkGetPhysicalDeviceImageFormatProperties2
• vkGetPhysicalDeviceMemoryProperties2
• vkGetPhysicalDeviceProperties2
• vkGetPhysicalDeviceQueueFamilyProperties2
• vkGetPhysicalDeviceSparseImageFormatProperties2
• vkTrimCommandPool
• vkUpdateDescriptorSetWithTemplate
New Structures
• VkBindBufferMemoryInfo
• VkBindImageMemoryInfo
• VkBufferMemoryRequirementsInfo2
• VkDescriptorSetLayoutSupport
• VkDescriptorUpdateTemplateCreateInfo
• VkDescriptorUpdateTemplateEntry
• VkDeviceQueueInfo2
• VkExternalBufferProperties
• VkExternalMemoryProperties
• VkExternalSemaphoreProperties
• VkFormatProperties2
• VkImageFormatProperties2
• VkImageMemoryRequirementsInfo2
• VkImageSparseMemoryRequirementsInfo2
• VkInputAttachmentAspectReference
• VkMemoryRequirements2
• VkPhysicalDeviceExternalBufferInfo
• VkPhysicalDeviceExternalFenceInfo
• VkPhysicalDeviceExternalSemaphoreInfo
• VkPhysicalDeviceGroupProperties
• VkPhysicalDeviceImageFormatInfo2
• VkPhysicalDeviceMemoryProperties2
• VkPhysicalDeviceProperties2
• VkPhysicalDeviceSparseImageFormatInfo2
• VkQueueFamilyProperties2
• VkSamplerYcbcrConversionCreateInfo
• VkSparseImageFormatProperties2
• VkSparseImageMemoryRequirements2
• Extending VkBindBufferMemoryInfo:
◦ VkBindBufferMemoryDeviceGroupInfo
• Extending VkBindImageMemoryInfo:
◦ VkBindImageMemoryDeviceGroupInfo
◦ VkBindImagePlaneMemoryInfo
• Extending VkBindSparseInfo:
◦ VkDeviceGroupBindSparseInfo
• Extending VkBufferCreateInfo:
◦ VkExternalMemoryBufferCreateInfo
• Extending VkCommandBufferBeginInfo:
◦ VkDeviceGroupCommandBufferBeginInfo
• Extending VkDeviceCreateInfo:
◦ VkDeviceGroupDeviceCreateInfo
◦ VkPhysicalDeviceFeatures2
◦ VkExportFenceCreateInfo
• Extending VkImageCreateInfo:
◦ VkExternalMemoryImageCreateInfo
• Extending VkImageFormatProperties2:
◦ VkExternalImageFormatProperties
◦ VkSamplerYcbcrConversionImageFormatProperties
• Extending VkImageMemoryRequirementsInfo2:
◦ VkImagePlaneMemoryRequirementsInfo
• Extending VkImageViewCreateInfo:
◦ VkImageViewUsageCreateInfo
• Extending VkMemoryAllocateInfo:
◦ VkExportMemoryAllocateInfo
◦ VkMemoryAllocateFlagsInfo
◦ VkMemoryDedicatedAllocateInfo
• Extending VkMemoryRequirements2:
◦ VkMemoryDedicatedRequirements
◦ VkPhysicalDevice16BitStorageFeatures
◦ VkPhysicalDeviceMultiviewFeatures
◦ VkPhysicalDeviceProtectedMemoryFeatures
◦ VkPhysicalDeviceSamplerYcbcrConversionFeatures
◦ VkPhysicalDeviceShaderDrawParametersFeatures
◦ VkPhysicalDeviceVariablePointersFeatures
• Extending VkPhysicalDeviceImageFormatInfo2:
◦ VkPhysicalDeviceExternalImageFormatInfo
• Extending VkPhysicalDeviceProperties2:
◦ VkPhysicalDeviceIDProperties
◦ VkPhysicalDeviceMaintenance3Properties
◦ VkPhysicalDeviceMultiviewProperties
◦ VkPhysicalDevicePointClippingProperties
◦ VkPhysicalDeviceProtectedMemoryProperties
◦ VkPhysicalDeviceSubgroupProperties
• Extending VkPipelineTessellationStateCreateInfo:
◦ VkPipelineTessellationDomainOriginStateCreateInfo
◦ VkDeviceGroupRenderPassBeginInfo
• Extending VkRenderPassCreateInfo:
◦ VkRenderPassInputAttachmentAspectCreateInfo
◦ VkRenderPassMultiviewCreateInfo
◦ VkSamplerYcbcrConversionInfo
• Extending VkSemaphoreCreateInfo:
◦ VkExportSemaphoreCreateInfo
• Extending VkSubmitInfo:
◦ VkDeviceGroupSubmitInfo
◦ VkProtectedSubmitInfo
New Enums
• VkChromaLocation
• VkDescriptorUpdateTemplateType
• VkExternalFenceFeatureFlagBits
• VkExternalFenceHandleTypeFlagBits
• VkExternalMemoryFeatureFlagBits
• VkExternalMemoryHandleTypeFlagBits
• VkExternalSemaphoreFeatureFlagBits
• VkExternalSemaphoreHandleTypeFlagBits
• VkFenceImportFlagBits
• VkMemoryAllocateFlagBits
• VkPeerMemoryFeatureFlagBits
• VkPointClippingBehavior
• VkSamplerYcbcrModelConversion
• VkSamplerYcbcrRange
• VkSemaphoreImportFlagBits
• VkSubgroupFeatureFlagBits
• VkTessellationDomainOrigin
New Bitmasks
• VkCommandPoolTrimFlags
• VkDescriptorUpdateTemplateCreateFlags
• VkExternalFenceHandleTypeFlags
• VkExternalMemoryFeatureFlags
• VkExternalMemoryHandleTypeFlags
• VkExternalSemaphoreFeatureFlags
• VkExternalSemaphoreHandleTypeFlags
• VkFenceImportFlags
• VkMemoryAllocateFlags
• VkPeerMemoryFeatureFlags
• VkSemaphoreImportFlags
• VkSubgroupFeatureFlags
• VK_LUID_SIZE
• VK_MAX_DEVICE_GROUP_SIZE
• VK_QUEUE_FAMILY_EXTERNAL
• Extending VkBufferCreateFlagBits:
◦ VK_BUFFER_CREATE_PROTECTED_BIT
• Extending VkCommandPoolCreateFlagBits:
◦ VK_COMMAND_POOL_CREATE_PROTECTED_BIT
• Extending VkDependencyFlagBits:
◦ VK_DEPENDENCY_DEVICE_GROUP_BIT
◦ VK_DEPENDENCY_VIEW_LOCAL_BIT
• Extending VkDeviceQueueCreateFlagBits:
◦ VK_DEVICE_QUEUE_CREATE_PROTECTED_BIT
• Extending VkFormat:
◦ VK_FORMAT_B10X6G10X6R10X6G10X6_422_UNORM_4PACK16
◦ VK_FORMAT_B12X4G12X4R12X4G12X4_422_UNORM_4PACK16
◦ VK_FORMAT_B16G16R16G16_422_UNORM
◦ VK_FORMAT_B8G8R8G8_422_UNORM
◦ VK_FORMAT_G10X6B10X6G10X6R10X6_422_UNORM_4PACK16
◦ VK_FORMAT_G10X6_B10X6R10X6_2PLANE_420_UNORM_3PACK16
◦ VK_FORMAT_G10X6_B10X6R10X6_2PLANE_422_UNORM_3PACK16
◦ VK_FORMAT_G10X6_B10X6_R10X6_3PLANE_420_UNORM_3PACK16
◦ VK_FORMAT_G10X6_B10X6_R10X6_3PLANE_422_UNORM_3PACK16
◦ VK_FORMAT_G12X4B12X4G12X4R12X4_422_UNORM_4PACK16
◦ VK_FORMAT_G12X4_B12X4R12X4_2PLANE_420_UNORM_3PACK16
◦ VK_FORMAT_G12X4_B12X4R12X4_2PLANE_422_UNORM_3PACK16
◦ VK_FORMAT_G12X4_B12X4_R12X4_3PLANE_420_UNORM_3PACK16
◦ VK_FORMAT_G12X4_B12X4_R12X4_3PLANE_422_UNORM_3PACK16
◦ VK_FORMAT_G12X4_B12X4_R12X4_3PLANE_444_UNORM_3PACK16
◦ VK_FORMAT_G16B16G16R16_422_UNORM
◦ VK_FORMAT_G16_B16R16_2PLANE_420_UNORM
◦ VK_FORMAT_G16_B16R16_2PLANE_422_UNORM
◦ VK_FORMAT_G16_B16_R16_3PLANE_420_UNORM
◦ VK_FORMAT_G16_B16_R16_3PLANE_422_UNORM
◦ VK_FORMAT_G16_B16_R16_3PLANE_444_UNORM
◦ VK_FORMAT_G8B8G8R8_422_UNORM
◦ VK_FORMAT_G8_B8R8_2PLANE_420_UNORM
◦ VK_FORMAT_G8_B8R8_2PLANE_422_UNORM
◦ VK_FORMAT_G8_B8_R8_3PLANE_420_UNORM
◦ VK_FORMAT_G8_B8_R8_3PLANE_422_UNORM
◦ VK_FORMAT_G8_B8_R8_3PLANE_444_UNORM
◦ VK_FORMAT_R10X6G10X6B10X6A10X6_UNORM_4PACK16
◦ VK_FORMAT_R10X6G10X6_UNORM_2PACK16
◦ VK_FORMAT_R10X6_UNORM_PACK16
◦ VK_FORMAT_R12X4G12X4B12X4A12X4_UNORM_4PACK16
◦ VK_FORMAT_R12X4G12X4_UNORM_2PACK16
◦ VK_FORMAT_R12X4_UNORM_PACK16
• Extending VkFormatFeatureFlagBits:
◦ VK_FORMAT_FEATURE_COSITED_CHROMA_SAMPLES_BIT
◦ VK_FORMAT_FEATURE_DISJOINT_BIT
◦ VK_FORMAT_FEATURE_MIDPOINT_CHROMA_SAMPLES_BIT
◦ VK_FORMAT_FEATURE_SAMPLED_IMAGE_YCBCR_CONVERSION_CHROMA_RECONSTRUCTION_EXPLICIT_BIT
◦ VK_FORMAT_FEATURE_SAMPLED_IMAGE_YCBCR_CONVERSION_CHROMA_RECONSTRUCTION_EXPLICIT_FORCEABL
E_BIT
◦ VK_FORMAT_FEATURE_SAMPLED_IMAGE_YCBCR_CONVERSION_LINEAR_FILTER_BIT
◦ VK_FORMAT_FEATURE_SAMPLED_IMAGE_YCBCR_CONVERSION_SEPARATE_RECONSTRUCTION_FILTER_BIT
◦ VK_FORMAT_FEATURE_TRANSFER_DST_BIT
• Extending VkImageAspectFlagBits:
◦ VK_IMAGE_ASPECT_PLANE_0_BIT
◦ VK_IMAGE_ASPECT_PLANE_1_BIT
◦ VK_IMAGE_ASPECT_PLANE_2_BIT
• Extending VkImageCreateFlagBits:
◦ VK_IMAGE_CREATE_2D_ARRAY_COMPATIBLE_BIT
◦ VK_IMAGE_CREATE_ALIAS_BIT
◦ VK_IMAGE_CREATE_BLOCK_TEXEL_VIEW_COMPATIBLE_BIT
◦ VK_IMAGE_CREATE_DISJOINT_BIT
◦ VK_IMAGE_CREATE_EXTENDED_USAGE_BIT
◦ VK_IMAGE_CREATE_PROTECTED_BIT
◦ VK_IMAGE_CREATE_SPLIT_INSTANCE_BIND_REGIONS_BIT
• Extending VkImageLayout:
◦ VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_STENCIL_READ_ONLY_OPTIMAL
◦ VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_STENCIL_ATTACHMENT_OPTIMAL
• Extending VkMemoryHeapFlagBits:
◦ VK_MEMORY_HEAP_MULTI_INSTANCE_BIT
• Extending VkMemoryPropertyFlagBits:
◦ VK_MEMORY_PROPERTY_PROTECTED_BIT
• Extending VkObjectType:
◦ VK_OBJECT_TYPE_DESCRIPTOR_UPDATE_TEMPLATE
◦ VK_OBJECT_TYPE_SAMPLER_YCBCR_CONVERSION
• Extending VkPipelineCreateFlagBits:
◦ VK_PIPELINE_CREATE_DISPATCH_BASE_BIT
◦ VK_PIPELINE_CREATE_VIEW_INDEX_FROM_DEVICE_INDEX_BIT
• Extending VkQueueFlagBits:
◦ VK_QUEUE_PROTECTED_BIT
• Extending VkResult:
◦ VK_ERROR_INVALID_EXTERNAL_HANDLE
◦ VK_ERROR_OUT_OF_POOL_MEMORY
• Extending VkStructureType:
◦ VK_STRUCTURE_TYPE_BIND_BUFFER_MEMORY_DEVICE_GROUP_INFO
◦ VK_STRUCTURE_TYPE_BIND_BUFFER_MEMORY_INFO
◦ VK_STRUCTURE_TYPE_BIND_IMAGE_MEMORY_DEVICE_GROUP_INFO
◦ VK_STRUCTURE_TYPE_BIND_IMAGE_PLANE_MEMORY_INFO
◦ VK_STRUCTURE_TYPE_BUFFER_MEMORY_REQUIREMENTS_INFO_2
◦ VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_SUPPORT
◦ VK_STRUCTURE_TYPE_DESCRIPTOR_UPDATE_TEMPLATE_CREATE_INFO
◦ VK_STRUCTURE_TYPE_DEVICE_GROUP_BIND_SPARSE_INFO
◦ VK_STRUCTURE_TYPE_DEVICE_GROUP_COMMAND_BUFFER_BEGIN_INFO
◦ VK_STRUCTURE_TYPE_DEVICE_GROUP_DEVICE_CREATE_INFO
◦ VK_STRUCTURE_TYPE_DEVICE_GROUP_RENDER_PASS_BEGIN_INFO
◦ VK_STRUCTURE_TYPE_DEVICE_GROUP_SUBMIT_INFO
◦ VK_STRUCTURE_TYPE_DEVICE_QUEUE_INFO_2
◦ VK_STRUCTURE_TYPE_EXPORT_FENCE_CREATE_INFO
◦ VK_STRUCTURE_TYPE_EXPORT_MEMORY_ALLOCATE_INFO
◦ VK_STRUCTURE_TYPE_EXPORT_SEMAPHORE_CREATE_INFO
◦ VK_STRUCTURE_TYPE_EXTERNAL_BUFFER_PROPERTIES
◦ VK_STRUCTURE_TYPE_EXTERNAL_FENCE_PROPERTIES
◦ VK_STRUCTURE_TYPE_EXTERNAL_IMAGE_FORMAT_PROPERTIES
◦ VK_STRUCTURE_TYPE_EXTERNAL_MEMORY_BUFFER_CREATE_INFO
◦ VK_STRUCTURE_TYPE_EXTERNAL_MEMORY_IMAGE_CREATE_INFO
◦ VK_STRUCTURE_TYPE_EXTERNAL_SEMAPHORE_PROPERTIES
◦ VK_STRUCTURE_TYPE_FORMAT_PROPERTIES_2
◦ VK_STRUCTURE_TYPE_IMAGE_FORMAT_PROPERTIES_2
◦ VK_STRUCTURE_TYPE_IMAGE_MEMORY_REQUIREMENTS_INFO_2
◦ VK_STRUCTURE_TYPE_IMAGE_PLANE_MEMORY_REQUIREMENTS_INFO
◦ VK_STRUCTURE_TYPE_IMAGE_SPARSE_MEMORY_REQUIREMENTS_INFO_2
◦ VK_STRUCTURE_TYPE_IMAGE_VIEW_USAGE_CREATE_INFO
◦ VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_FLAGS_INFO
◦ VK_STRUCTURE_TYPE_MEMORY_DEDICATED_ALLOCATE_INFO
◦ VK_STRUCTURE_TYPE_MEMORY_DEDICATED_REQUIREMENTS
◦ VK_STRUCTURE_TYPE_MEMORY_REQUIREMENTS_2
◦ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_16BIT_STORAGE_FEATURES
◦ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_EXTERNAL_BUFFER_INFO
◦ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_EXTERNAL_FENCE_INFO
◦ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_EXTERNAL_IMAGE_FORMAT_INFO
◦ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_EXTERNAL_SEMAPHORE_INFO
◦ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_GROUP_PROPERTIES
◦ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_ID_PROPERTIES
◦ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_IMAGE_FORMAT_INFO_2
◦ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MAINTENANCE_3_PROPERTIES
◦ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MEMORY_PROPERTIES_2
◦ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MULTIVIEW_FEATURES
◦ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MULTIVIEW_PROPERTIES
◦ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_POINT_CLIPPING_PROPERTIES
◦ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PROPERTIES_2
◦ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PROTECTED_MEMORY_FEATURES
◦ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_PROTECTED_MEMORY_PROPERTIES
◦ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SAMPLER_YCBCR_CONVERSION_FEATURES
◦ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADER_DRAW_PARAMETERS_FEATURES
◦ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SPARSE_IMAGE_FORMAT_INFO_2
◦ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SUBGROUP_PROPERTIES
◦ VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_VARIABLE_POINTERS_FEATURES
◦ VK_STRUCTURE_TYPE_PIPELINE_TESSELLATION_DOMAIN_ORIGIN_STATE_CREATE_INFO
◦ VK_STRUCTURE_TYPE_PROTECTED_SUBMIT_INFO
◦ VK_STRUCTURE_TYPE_QUEUE_FAMILY_PROPERTIES_2
◦ VK_STRUCTURE_TYPE_RENDER_PASS_INPUT_ATTACHMENT_ASPECT_CREATE_INFO
◦ VK_STRUCTURE_TYPE_RENDER_PASS_MULTIVIEW_CREATE_INFO
◦ VK_STRUCTURE_TYPE_SAMPLER_YCBCR_CONVERSION_CREATE_INFO
◦ VK_STRUCTURE_TYPE_SAMPLER_YCBCR_CONVERSION_IMAGE_FORMAT_PROPERTIES
◦ VK_STRUCTURE_TYPE_SAMPLER_YCBCR_CONVERSION_INFO
◦ VK_STRUCTURE_TYPE_SPARSE_IMAGE_FORMAT_PROPERTIES_2
◦ VK_STRUCTURE_TYPE_SPARSE_IMAGE_MEMORY_REQUIREMENTS_2
https://www.khronos.org/registry/vulkan/
Most of the content previously in this appendix does not specify use of specific Vulkan extensions
and layers, but rather specifies the processes by which extensions and layers are created. As of
version 1.0.21 of the Vulkan Specification, this content has been migrated to the Vulkan
Documentation and Extensions document. Authors creating extensions and layers must follow the
mandatory procedures in that document.
The remainder of this appendix documents a set of extensions chosen when this document was
built. Versions of the Specification published in the Registry include:
Extensions are grouped as Khronos KHR, multivendor EXT, and then alphabetically by author ID.
Within each group, extensions are listed in alphabetical order by their name.
Note
As of the initial Vulkan 1.1 public release, the KHX author ID is no longer used. All
KHX extensions have been promoted to KHR status. Previously, this author ID was
used to indicate that an extension was experimental, and is being considered for
standardization in future KHR or core Vulkan API versions. We no longer use this
mechanism for exposing experimental functionality.
Some vendors may use an alternate author ID ending in X for some of their
extensions. The exact meaning of such an author ID is defined by each vendor, and
may not be equivalent to KHX, but it is likely to indicate a lesser degree of interface
stability than a non-X extension from the same vendor.
List of Extensions
Language bindings for other languages can be defined using the information in the Specification
and the Registry. Khronos does not provide any such bindings, but third-party developers have
created some additional bindings.
Applications normally will include the header vulkan.h. In turn, vulkan.h always includes the
following headers:
• vulkan_core.h, defining APIs for the Vulkan core and all registered extensions other than
window system-specific and provisional extensions, which are included in separate header files.
In addition, specific preprocessor macros defined at the time vulkan.h is included cause header files
for the corresponding window system-specific and provisional interfaces to be included, as
described below.
Platform-specific macros and interfaces are defined in vk_platform.h. These macros are used to
control platform-dependent behavior, and their exact definitions are under the control of specific
platforms and Vulkan implementations.
On many platforms the following macros are empty strings, causing platform- and compiler-
specific default calling conventions to be used.
VKAPI_ATTR is a macro placed before the return type in Vulkan API function declarations. This macro
controls calling conventions for C++11 and GCC/Clang-style compilers.
VKAPI_CALL is a macro placed after the return type in Vulkan API function declarations. This macro
controls calling conventions for MSVC-style compilers.
With these macros, a Vulkan function declaration takes the form of:
Additionally, a Vulkan function pointer type declaration takes the form of:
If the VK_NO_STDINT_H macro is defined by the application at compile time, extended integer types
used by the Vulkan API, such as uint8_t, must also be defined by the application. Otherwise, the
Vulkan headers will not compile. If VK_NO_STDINT_H is not defined, the system <stdint.h> is used to
define these types. There is a fallback path when Microsoft Visual Studio version 2008 and earlier
versions are detected at compile time.
Applications that do not make use of window system-specific extensions may simply include
vulkan_core.h instead of vulkan.h, although there is usually no reason to do so. In addition to the
Vulkan API, vulkan_core.h also defines a small number of C preprocessor macros that are described
below.
VK_HEADER_VERSION is the version number of the vulkan_core.h header. This value is kept
synchronized with the patch version of the released Specification.
// Provided by VK_VERSION_1_0
// Version of this file
#define VK_HEADER_VERSION 151
Applications should not use this value as their VkApplicationInfo::apiVersion. Instead applications
should explicitly select a specific fixed major/minor API version using, for example, one of the
VK_API_VERSION_*_* values.
// Provided by VK_VERSION_1_0
// DEPRECATED: This define has been removed. Specific version defines (e.g.
VK_API_VERSION_1_0), or the VK_MAKE_VERSION macro, should be used instead.
//#define VK_API_VERSION VK_MAKE_VERSION(1, 0, 0) // Patch version should always be
set to 0
// Provided by VK_VERSION_1_0
The only dispatchable handle types are those related to device and instance management, such as
VkDevice.
// Provided by VK_VERSION_1_0
#if !defined(VK_DEFINE_NON_DISPATCHABLE_HANDLE)
#if defined(__LP64__) || defined(_WIN64) || (defined(__x86_64__) && !defined(
__ILP32__) ) || defined(_M_X64) || defined(__ia64) || defined (_M_IA64) || defined
(__aarch64__) || defined(__powerpc64__)
#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef struct object##_T
*object;
#else
#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef uint64_t object;
#endif
#endif
VK_NULL_HANDLE is a reserved value representing a non-valid object handle. It may be passed to and
returned from Vulkan commands only when specifically allowed.
// Provided by VK_VERSION_1_0
#define VK_NULL_HANDLE 0
As a convenience for applications that do not need the flexibility of separate platform-specific
Vulkan headers, vulkan.h includes vulkan_core.h, and then conditionally includes platform-specific
Vulkan headers and the external headers they depend on. Applications control which platform-
specific headers are included by #defining macros before including vulkan.h.
The correspondence between platform-specific extensions, external headers they require, the
platform-specific header which declares them, and the preprocessor macros which enable
inclusion by vulkan.h are shown in the following table.
Note
This section describes the purpose of the headers independently of the specific
underlying functionality of the window system extensions themselves. Each
extension name will only link to a description of that extension when viewing a
specification built with that extension included.
Note
Sometimes a provisional extension will include a subset of its interfaces in
status, and link back to this section for more information. Provisional extensions
are intended to provide early access for bleeding-edge developers, with the
understanding that extension interfaces may change in response to developer
feedback. Provisional extensions are very likely to eventually be updated and
released as non-provisional extensions, but there is no guarantee this will happen,
or how long it will take if it does happen.
Repeatability
The obvious and most fundamental case is repeated issuance of a series of Vulkan commands. For
any given Vulkan and framebuffer state vector, and for any Vulkan command, the resulting Vulkan
and framebuffer state must be identical whenever the command is executed on that initial Vulkan
and framebuffer state. This repeatability requirement does not apply when using shaders
containing side effects (image and buffer variable stores and atomic operations), because these
memory operations are not guaranteed to be processed in a defined order.
Multi-pass Algorithms
Invariance is necessary for a whole set of useful multi-pass algorithms. Such algorithms render
multiple times, each time with a different Vulkan mode vector, to eventually produce a result in the
framebuffer. Examples of these algorithms include:
• “Erasing” a primitive from the framebuffer by redrawing it, either in a different color or using
the XOR logical operation.
Invariance Rules
For a given Vulkan device:
Rule 1 For any given Vulkan and framebuffer state vector, and for any given Vulkan command, the
resulting Vulkan and framebuffer state must be identical each time the command is executed on that
initial Vulkan and framebuffer state.
Rule 2 Changes to the following state values have no side effects (the use of any other state value is
not affected by the change):
Strongly suggested:
Corollary 1 Fragment generation is invariant with respect to the state values listed in Rule 2.
Rule 3 The arithmetic of each per-fragment operation is invariant except with respect to parameters
that directly control it.
Corollary 2 Images rendered into different color attachments of the same framebuffer, either
simultaneously or separately using the same command sequence, are pixel identical.
Rule 4 Identical pipelines will produce the same result when run multiple times with the same input.
The wording “Identical pipelines” means VkPipeline objects that have been created with identical
SPIR-V binaries and identical state, which are then used by commands executed using the same
Vulkan state vector. Invariance is relaxed for shaders with side effects, such as performing stores or
atomics.
Rule 5 All fragment shaders that either conditionally or unconditionally assign FragCoord.z to
FragDepth are depth-invariant with respect to each other, for those fragments where the assignment to
FragDepth actually is done.
If a sequence of Vulkan commands specifies primitives to be rendered with shaders containing side
effects (image and buffer variable stores and atomic operations), invariance rules are relaxed. In
particular, rule 1, corollary 2, and rule 4 do not apply in the presence of shader side effects.
The following weaker versions of rules 1 and 4 apply to Vulkan commands involving shader side
effects:
Rule 6 For any given Vulkan and framebuffer state vector, and for any given Vulkan command, the
contents of any framebuffer state not directly or indirectly affected by results of shader image or
buffer variable stores or atomic operations must be identical each time the command is executed on
that initial Vulkan and framebuffer state.
Rule 7 Identical pipelines will produce the same result when run multiple times with the same input
as long as:
• no shader invocation, or other operation performed to process the sequence of commands, reads
memory written to by an image store.
Note
The OpenGL spec has the following invariance rule: Consider a primitive p'
obtained by translating a primitive p through an offset (x, y) in window
coordinates, where x and y are integers. As long as neither p' nor p is clipped, it
must be the case that each fragment f' produced from p' is identical to a
corresponding fragment f from p except that the center of f' is offset by (x, y) from
the center of f.
This rule does not apply to Vulkan and is an intentional difference from OpenGL.
When any sequence of Vulkan commands triggers shader invocations that perform image stores or
atomic operations, and subsequent Vulkan commands read the memory written by those shader
invocations, these operations must be explicitly synchronized.
Tessellation Invariance
When using a pipeline containing tessellation evaluation shaders, the fixed-function tessellation
primitive generator consumes the input patch specified by an application and emits a new set of
primitives. The following invariance rules are intended to provide repeatability guarantees.
Additionally, they are intended to allow an application with a carefully crafted tessellation
evaluation shader to ensure that the sets of triangles generated for two adjacent patches have
identical vertices along shared patch edges, avoiding “cracks” caused by minor differences in the
positions of vertices along shared edges.
Rule 1 When processing two patches with identical outer and inner tessellation levels, the tessellation
primitive generator will emit an identical set of point, line, or triangle primitives as long as the
pipeline used to process the patch primitives has tessellation evaluation shaders specifying the same
tessellation mode, spacing, vertex order, and point mode decorations. Two sets of primitives are
considered identical if and only if they contain the same number and type of primitives and the
generated tessellation coordinates for the vertex numbered m of the primitive numbered n are
identical for all values of m and n.
Rule 2 The set of vertices generated along the outer edge of the subdivided primitive in triangle and
quad tessellation, and the tessellation coordinates of each, depends only on the corresponding outer
tessellation level and the spacing decorations in the tessellation shaders of the pipeline.
Rule 3 The set of vertices generated when subdividing any outer primitive edge is always symmetric.
For triangle tessellation, if the subdivision generates a vertex with tessellation coordinates of the form
(0, x, 1-x), (x, 0, 1-x), or (x, 1-x, 0), it will also generate a vertex with coordinates of exactly (0, 1-x, x),
(1-x, 0, x), or (1-x, x, 0), respectively. For quad tessellation, if the subdivision generates a vertex with
coordinates of (x, 0) or (0, x), it will also generate a vertex with coordinates of exactly (1-x, 0) or (0, 1-
x), respectively. For isoline tessellation, if it generates vertices at (0, x) and (1, x) where x is not zero, it
will also generate vertices at exactly (0, 1-x) and (1, 1-x), respectively.
Rule 5 When processing two patches that are identical in all respects enumerated in rule 1 except for
vertex order, the set of triangles generated for triangle and quad tessellation must be identical except
for vertex and triangle order. For each triangle n1 produced by processing the first patch, there must
be a triangle n2 produced when processing the second patch each of whose vertices has the same
tessellation coordinates as one of the vertices in n1.
Rule 6 When processing two patches that are identical in all respects enumerated in rule 1 other than
matching outer tessellation levels and/or vertex order, the set of interior triangles generated for
triangle and quad tessellation must be identical in all respects except for vertex and triangle order.
For each interior triangle n1 produced by processing the first patch, there must be a triangle n2
produced when processing the second patch each of whose vertices has the same tessellation
coordinates as one of the vertices in n1. A triangle produced by the tessellator is considered an
interior triangle if none of its vertices lie on an outer edge of the subdivided primitive.
Rule 7 For quad and triangle tessellation, the set of triangles connecting an inner and outer edge
depends only on the inner and outer tessellation levels corresponding to that edge and the spacing
decorations.
Rule 8 The value of all defined components of TessCoord will be in the range [0, 1]. Additionally, for
any defined component x of TessCoord, the results of computing 1.0-x in a tessellation evaluation
shader will be exact. If any floating-point values in the range [0, 1] fail to satisfy this property, such
values must not be used as tessellation coordinate components.
Adjacent Vertex
A vertex in an adjacency primitive topology that is not part of a given primitive, but is accessible
in geometry shaders.
Allocation Scope
An association of a host memory allocation to a parent object or command, where the
allocation’s lifetime ends before or at the same time as the parent object is freed or destroyed, or
during the parent command.
Aspect (Image)
An image may contain multiple kinds, or aspects, of data for each pixel, where each aspect is
used in a particular way by the pipeline and may be stored differently or separately from other
aspects. For example, the color components of an image format make up the color aspect of the
image, and may be used as a framebuffer color attachment. Some operations, like depth testing,
operate only on specific aspects of an image. Others operations, like image/buffer copies, only
operate on one aspect at a time.
Availability Operation
An operation that causes the values generated by specified memory write accesses to become
available for future access.
1074 | Glossary
Available
A state of values written to memory that allows them to be made visible.
Back-Facing
See Facingness.
Batch
A single structure submitted to a queue as part of a queue submission command, describing a
set of queue operations to execute.
Backwards Compatibility
A given version of the API is backwards compatible with an earlier version if an application,
relying only on valid behavior and functionality defined by the earlier specification, is able to
correctly run against each version without any modification. This assumes no active attempt by
that application to not run when it detects a different version.
Binary Semaphore
A semaphore with a boolean payload indicating whether the semaphore is signaled or
unsignaled. Represented by a VkSemaphore object created with a semaphore type of
VK_SEMAPHORE_TYPE_BINARY .
Full Compatibility
A given version of the API is fully compatible with another version if an application, relying only
on valid behavior and functionality defined by either of those specifications, is able to correctly
run against each version without any modification. This assumes no active attempt by that
application to not run when it detects a different version.
Binding (Memory)
An association established between a range of a resource object and a range of a memory object.
These associations determine the memory locations affected by operations performed on
elements of a resource object. Memory bindings are established using the vkBindBufferMemory
command for non-sparse buffer objects, using the vkBindImageMemory command for non-
sparse image objects, and using the vkQueueBindSparse command for sparse resources.
Blend Constant
Four floating point (RGBA) values used as an input to blending.
Blending
Arithmetic operations between a fragment color value and a value in a color attachment that
produce a final color value to be written to the attachment.
Buffer
A resource that represents a linear array of data in device memory. Represented by a VkBuffer
object.
Glossary | 1075
Buffer View
An object that represents a range of a specific buffer, and state that controls how the contents
are interpreted. Represented by a VkBufferView object.
Built-In Variable
A variable decorated in a shader, where the decoration makes the variable take values provided
by the execution environment or values that are generated by fixed-function pipeline stages.
Clip Coordinates
The homogeneous coordinate space that vertex positions (Position decoration) are written in by
vertex processing stages.
Clip Distance
A built-in output from vertex processing stages that defines a clip half-space against which the
primitive is clipped.
Clip Volume
The intersection of the view volume with all clip half-spaces.
Color Attachment
A subpass attachment point, or image view, that is the target of fragment color outputs and
blending.
• VkFormatProperties::linearTilingFeatures
• VkFormatProperties::optimalTilingFeatures
Command Buffer
An object that records commands to be submitted to a queue. Represented by a
VkCommandBuffer object.
Command Pool
An object that command buffer memory is allocated from, and that owns that memory.
Command pools aid multithreaded performance by enabling different threads to use different
allocators, without internal synchronization on each use. Represented by a VkCommandPool
object.
1076 | Glossary
Compatible Allocator
When allocators are compatible, allocations from each allocator can be freed by the other
allocator.
Compatible Queues
Queues within a queue family. Compatible queues have identical properties.
Component (Format)
A distinct part of a format. Depth, stencil, and color channels (e.g. R, G, B, A), are all separate
components.
Coverage Index
The index of a sample in the coverage mask.
Coverage Mask
A bitfield associated with a fragment representing the samples that were determined to be
covered based on the result of rasterization, and then subsequently modified by fragment
operations or the fragment shader.
Cull Distance
A built-in output from vertex processing stages that defines a cull half-space where the primitive
is rejected if all vertices have a negative value for the same cull distance.
Cull Volume
The intersection of the view volume with all cull half-spaces.
Decoration (SPIR-V)
Auxiliary information such as built-in variables, stream numbers, invariance, interpolation type,
relaxed precision, etc., added to variables or structure-type members through decorations.
Glossary | 1077
Deprecated (feature)
A feature is deprecated if it is no longer recommended as the correct or best way to achieve its
intended purpose.
Depth/Stencil Attachment
A subpass attachment point, or image view, that is the target of depth and/or stencil test
operations and writes.
Depth/Stencil Format
A VkFormat that includes depth and/or stencil components.
Derivative Group
A set of fragment shader invocations that cooperate to compute derivatives, including implicit
derivatives for sampled image operations.
Descriptor
Information about a resource or resource view written into a descriptor set that is used to access
the resource or view from a shader.
Descriptor Binding
An entry in a descriptor set layout corresponding to zero or more descriptors of a single
descriptor type in a set. Defined by a VkDescriptorSetLayoutBinding structure.
Descriptor Pool
An object that descriptor sets are allocated from, and that owns the storage of those descriptor
sets. Descriptor pools aid multithreaded performance by enabling different threads to use
different allocators, without internal synchronization on each use. Represented by a
VkDescriptorPool object.
Descriptor Set
An object that resource descriptors are written into via the API, and that can be bound to a
command buffer such that the descriptors contained within it can be accessed from shaders.
Represented by a VkDescriptorSet object.
Device
The processor(s) and execution environment that perform tasks requested by the application via
1078 | Glossary
the Vulkan API.
Device Group
A set of physical devices that support accessing each other’s memory and recording a single
command buffer that can be executed on all the physical devices.
Device Index
A zero-based integer that identifies one physical device from a logical device. A device index is
valid if it is less than the number of physical devices in the logical device.
Device Mask
A bitmask where each bit represents one device index. A device mask value is valid if every bit
that is set in the mask is at a bit position that is less than the number of physical devices in the
logical device.
Device Memory
Memory accessible to the device. Represented by a VkDeviceMemory object.
Device-Level Command
Any command that is dispatched from a logical device, or from a child object of a logical device.
Device-Level Functionality
All device-level commands and objects, and their structures, enumerated types, and enumerants.
Device-Level Object
Logical device objects and their child objects. For example, VkDevice, VkQueue, and
VkCommandBuffer objects are device-level objects.
Device-Local Memory
Memory that is connected to the device, and may be more performant for device access than
host-local memory.
Disjoint
Disjoint planes are image planes to which memory is bound independently.
A disjoint image consists of multiple disjoint planes, and is created with the
VK_IMAGE_CREATE_DISJOINT_BIT bit set.
Dispatchable Handle
A handle of a pointer handle type which may be used by layers as part of intercepting API
commands. The first argument to each Vulkan command is a dispatchable handle type.
Dispatching Commands
Commands that provoke work using a compute pipeline. Includes vkCmdDispatch and
Glossary | 1079
vkCmdDispatchIndirect.
Drawing Commands
Commands that provoke work using a graphics pipeline. Includes vkCmdDraw,
vkCmdDrawIndexed, vkCmdDrawIndirectCount, vkCmdDrawIndexedIndirectCount,
vkCmdDrawIndirect, and vkCmdDrawIndexedIndirect.
Duration (Command)
The duration of a Vulkan command refers to the interval between calling the command and its
return to the caller.
Dynamically Uniform
See Dynamically Uniform in section 2.2 “Terms” of the Khronos SPIR-V Specification.
Element
Arrays are composed of multiple elements, where each element exists at a unique index within
that array. Used primarily to describe data passed to or returned from the Vulkan API.
Explicitly-Enabled Layer
A layer enabled by the application by adding it to the enabled layer list in vkCreateInstance or
vkCreateDevice.
Event
A synchronization primitive that is signaled when execution of previous commands complete
through a specified set of pipeline stages. Events can be waited on by the device and polled by
the host. Represented by a VkEvent object.
Execution Dependency
A dependency that guarantees that certain pipeline stages’ work for a first set of commands has
completed execution before certain pipeline stages’ work for a second set of commands begins
execution. This is accomplished via pipeline barriers, subpass dependencies, events, or implicit
ordering operations.
1080 | Glossary
Explicit chroma reconstruction
An implementation of sampler Y′CBCR conversion which reconstructs reduced-resolution chroma
samples to luma resolution and then separately performs texture sample interpolation. This is
distinct from an implicit implementation, which incorporates chroma sample reconstruction
into texture sample interpolation.
Extension Scope
The set of objects and commands that can be affected by an extension. Extensions are either
device scope or instance scope.
Extending Structure
A structure type which may appear in the pNext chain of another structure, extending the
functionality of the other structure. Extending structures may be defined by either core API
versions or extensions.
External Handle
A resource handle which has meaning outside of a specific Vulkan device or its parent instance.
External handles may be used to share resources between multiple Vulkan devices in different
instances, or between Vulkan and other APIs. Some external handle types correspond to
platform-defined handles, in which case the resource may outlive any particular Vulkan device
or instance and may be transferred between processes, or otherwise manipulated via
functionality defined by the platform for that handle type.
External synchronization
A type of synchronization required of the application, where parameters defined to be
externally synchronized must not be used simultaneously in multiple threads.
Facingness (Polygon)
A classification of a polygon as either front-facing or back-facing, depending on the orientation
(winding order) of its vertices.
Facingness (Fragment)
A fragment is either front-facing or back-facing, depending on the primitive it was generated
from. If the primitive was a polygon (regardless of polygon mode), the fragment inherits the
facingness of the polygon. All other fragments are front-facing.
Fence
A synchronization primitive that is signaled when a set of batches or sparse binding operations
complete execution on a queue. Fences can be waited on by the host. Represented by a VkFence
object.
Flat Shading
A property of a vertex attribute that causes the value from a single vertex (the provoking vertex)
to be used for all vertices in a primitive, and for interpolation of that attribute to return that
single value unaltered.
Format Features
A set of features from VkFormatFeatureFlagBits that a VkFormat is capable of using for various
Glossary | 1081
commands. The list is determined by factors such as VkImageTiling.
Fragment
A rectangular framebuffer region with associated data produced by rasterization and processed
by fragment operations including the fragment shader.
Fragment Area
The width and height, in pixels, of a fragment.
Framebuffer
A collection of image views and a set of dimensions that, in conjunction with a render pass,
define the inputs and outputs used by drawing commands. Represented by a VkFramebuffer
object.
Framebuffer Attachment
One of the image views used in a framebuffer.
Framebuffer Coordinates
A coordinate system in which adjacent pixels’ coordinates differ by 1 in x and/or y, with (0,0) in
the upper left corner and pixel centers at half-integers.
Framebuffer-Space
Operating with respect to framebuffer coordinates.
Framebuffer-Local
A framebuffer-local dependency guarantees that only for a single framebuffer region, the first
set of operations happens-before the second set of operations.
Framebuffer-Global
A framebuffer-global dependency guarantees that for all framebuffer regions, the first set of
operations happens-before the second set of operations.
Framebuffer Region
A framebuffer region is a set of sample (x, y, layer, sample) coordinates that is a subset of the
entire framebuffer.
Front-Facing
See Facingness.
1082 | Glossary
Global Workgroup
A collection of local workgroups dispatched by a single dispatch command.
Handle
An opaque integer or pointer value used to refer to a Vulkan object. Each object type has a
unique handle type.
Happen-after, happens-after
A transitive, irreflexive and antisymmetric ordering relation between operations. An execution
dependency with a source of A and a destination of B enforces that B happens-after A. The
inverse relation of happens-before.
Happen-before, happens-before
A transitive, irreflexive and antisymmetric ordering relation between operations. An execution
dependency with a source of A and a destination of B enforces that A happens-before B. The
inverse relation of happens-after.
Helper Invocation
A fragment shader invocation that is created solely for the purposes of evaluating derivatives for
use in non-helper fragment shader invocations, and which does not have side effects.
Host
The processor(s) and execution environment that the application runs on, and that the Vulkan
API is exposed on.
Host Memory
Memory not accessible to the device, used to store implementation data structures.
Host-Accessible Subresource
A buffer, or a linear image subresource in either the VK_IMAGE_LAYOUT_PREINITIALIZED or
VK_IMAGE_LAYOUT_GENERAL layout. Host-accessible subresources have a well-defined addressing
scheme which can be used by the host.
Host-Local Memory
Memory that is not local to the device, and may be less performant for device access than
device-local memory.
Host-Visible Memory
Device memory that can be mapped on the host and can be read and written by the host.
Glossary | 1083
2. identical scalar or enumeration values or
3. Host pointers which point to an array of values or structures which also satisfy these three
constraints.
Image
A resource that represents a multi-dimensional formatted interpretation of device memory.
Represented by a VkImage object.
Image Subresource
A specific mipmap level and layer of an image.
Image View
An object that represents an image subresource range of a specific image, and state that controls
how the contents are interpreted. Represented by a VkImageView object.
Immutable Sampler
A sampler descriptor provided at descriptor set layout creation time, and that is used for that
binding in all descriptor sets allocated from the layout, and cannot be changed.
Implicitly-Enabled Layer
A layer enabled by a loader-defined mechanism outside the Vulkan API, rather than explicitly by
the application during instance or device creation.
Index Buffer
A buffer bound via vkCmdBindIndexBuffer which is the source of index values used to fetch
vertex attributes for a vkCmdDrawIndexed or vkCmdDrawIndexedIndirect command.
Indirect Commands
Drawing or dispatching commands that source some of their parameters from structures in
buffer memory. Includes vkCmdDrawIndirect, vkCmdDrawIndexedIndirect,
vkCmdDrawIndirectCount, vkCmdDrawIndexedIndirectCount, and vkCmdDispatchIndirect.
1084 | Glossary
Indirect Drawing Commands
Drawing commands that source some of their parameters from structures in buffer memory.
Includes vkCmdDrawIndirect, vkCmdDrawIndirectCount, vkCmdDrawIndexedIndirectCount,
and vkCmdDrawIndexedIndirect.
Input Attachment
A descriptor type that represents an image view, and supports unfiltered read-only access in a
shader, only at the fragment’s location in the view.
Instance
The top-level Vulkan object, which represents the application’s connection to the
implementation. Represented by a VkInstance object.
Instance-Level Command
Any command that is dispatched from an instance, or from a child object of an instance, except
for physical devices and their children.
Instance-Level Functionality
All instance-level commands and objects, and their structures, enumerated types, and
enumerants.
Instance-Level Object
High-level Vulkan objects, which are not physical devices, nor children of physical devices. For
example, VkInstance is an instance-level object.
Instance (Memory)
In a logical device representing more than one physical device, some device memory allocations
have the requested amount of memory allocated multiple times, once for each physical device in
a device mask. Each such replicated allocation is an instance of the device memory.
Instance (Resource)
In a logical device representing more than one physical device, buffer and image resources exist
on all physical devices but can be bound to memory differently on each. Each such replicated
resource is an instance of the resource.
Internal Synchronization
A type of synchronization required of the implementation, where parameters not defined to be
externally synchronized may require internal mutexing to avoid multithreaded race conditions.
Invocation (Shader)
A single execution of an entry point in a SPIR-V module. For example, a single vertex’s execution
of a vertex shader or a single fragment’s execution of a fragment shader.
Glossary | 1085
Invocation Group
A set of shader invocations that are executed in parallel and that must execute the same control
flow path in order for control flow to be considered dynamically uniform.
Linear Resource
A resource is linear if it is one of the following:
• a VkBuffer
Local Workgroup
A collection of compute shader invocations invoked by a single dispatch command, which share
data via WorkgroupLocal variables and can synchronize with each other.
Logical Device
An object that represents the application’s interface to the physical device. The logical device is
the parent of most Vulkan objects. Represented by a VkDevice object.
Logical Operation
Bitwise operations between a fragment color value and a value in a color attachment, that
produce a final color value to be written to the attachment.
Lost Device
A state that a logical device may be in as a result of unrecoverable implementation errors, or
other exceptional conditions.
Mappable
See Host-Visible Memory.
Memory Dependency
A memory dependency is an execution dependency which includes availability and visibility
operations such that:
Memory Domain
A memory domain is an abstract place to which memory writes are made available by
availability operations and memory domain operations. The memory domains correspond to the
set of agents that the write can then be made visible to. The memory domains are host, device,
shader, workgroup instance (for workgroup instance there is a unique domain for each compute
workgroup) and subgroup instance (for subgroup instance there is a unique domain for each
subgroup).
1086 | Glossary
Memory Domain Operation
An operation that makes the writes that are available to one memory domain available to
another memory domain.
Memory Heap
A region of memory from which device memory allocations can be made.
Memory Type
An index used to select a set of memory properties (e.g. mappable, cached) for a device memory
allocation.
Multi-planar
A multi-planar format (or “planar format”) is an image format consisting of more than one plane,
identifiable with a _2PLANE or _3PLANE component to the format name and listed in Formats
requiring sampler Y′CBCR conversion for VK_IMAGE_ASPECT_COLOR_BIT image views. A multi-planar
image (or “planar image”) is an image of a multi-planar format.
Non-Dispatchable Handle
A handle of an integer handle type. Handle values may not be unique, even for two objects of
the same type.
Normalized
A value that is interpreted as being in the range [0,1] as a result of being implicitly divided by
some other value.
Obsoleted (feature)
A feature is obsolete if it can no longer be used.
Glossary | 1087
Overlapped Range (Aliased Range)
The aliased range of a device memory allocation that intersects a given image subresource of an
image or range of a buffer.
Ownership (Resource)
If an entity (e.g. a queue family) has ownership of a resource, access to that resource is well-
defined for access by that entity.
Packed Format
A format whose components are stored as a single texel block in memory, with their relative
locations defined within that element.
Payload
Importable or exportable reference to the internal data of an object in Vulkan.
Peer Memory
An instance of memory corresponding to a different physical device than the physical device
performing the memory access, in a logical device that represents multiple physical devices.
Physical Device
An object that represents a single device in the system. Represented by a VkPhysicalDevice
object.
Physical-Device-Level Command
Any command that is dispatched from a physical device.
Physical-Device-Level Functionality
All physical-device-level commands and objects, and their structures, enumerated types, and
enumerants.
Physical-Device-Level Object
Physical device objects. For example, VkPhysicalDevice is a physical-device-level object.
Pipeline
An object that controls how graphics or compute work is executed on the device. A pipeline
includes one or more shaders, as well as state controlling any non-programmable stages of the
pipeline. Represented by a VkPipeline object.
Pipeline Barrier
An execution and/or memory dependency recorded as an explicit command in a command
buffer, that forms a dependency between the previous and subsequent commands.
Pipeline Cache
An object that can be used to collect and retrieve information from pipelines as they are created,
and can be populated with previously retrieved information in order to accelerate pipeline
creation. Represented by a VkPipelineCache object.
1088 | Glossary
Pipeline Layout
An object that defines the set of resources (via a collection of descriptor set layouts) and push
constants used by pipelines that are created using the layout. Used when creating a pipeline and
when binding descriptor sets and setting push constant values. Represented by a
VkPipelineLayout object.
Pipeline Stage
A logically independent execution unit that performs some of the operations defined by an
action command.
pNext Chain
A set of structures chained together through their pNext members.
Planar
See multi-planar.
Plane
An image plane is part of the representation of an image, containing a subset of the color
channels required to represent the texels in the image and with a contiguous mapping of
coordinates to bound memory. Most images consist only of a single plane, but some formats
spread the channels across multiple image planes. The host-accessible properties of each image
plane are accessed in a linear layout using vkGetImageSubresourceLayout. If a multi-planar
image is created with the VK_IMAGE_CREATE_DISJOINT_BIT bit set, the image is described as disjoint,
and its planes are therefore are bound to memory independently.
Preserve Attachment
One of a list of attachments in a subpass description that is not read or written by the subpass,
but that is read or written on earlier and later subpasses and whose contents must be preserved
through this subpass.
Primitive Topology
State that controls how vertices are assembled into primitives, e.g. as lists of triangles, strips of
lines, etc..
Glossary | 1089
Promoted (feature)
A feature from an older extension is considered promoted if it is made available as part of a new
core version or newer extension with wider support.
Protected Buffer
A buffer to which protected device memory can be bound.
Protected Image
An image to which protected device memory can be bound.
Provisional
A feature is released provisionally in order to get wider feedback on the functionality before it is
finalized. Provisional features may change in ways that break backwards compatibility, and thus
are not recommended for use in production applications.
Provoking Vertex
The vertex in a primitive from which flat shaded attribute values are taken. This is generally the
“first” vertex in the primitive, and depends on the primitive topology.
Push Constants
A small bank of values writable via the API and accessible in shaders. Push constants allow the
application to set values used in shaders without creating buffers or modifying and binding
descriptor sets for each update.
Query Pool
An object containing a number of query entries and their associated state and results.
Represented by a VkQueryPool object.
Queue
An object that executes command buffers and sparse binding operations on a device.
Represented by a VkQueue object.
1090 | Glossary
Queue Family
A set of queues that have common properties and support the same functionality, as advertised
in VkQueueFamilyProperties.
Queue Operation
A unit of work to be executed by a specific queue on a device, submitted via a queue submission
command. Each queue submission command details the specific queue operations that occur as
a result of calling that command. Queue operations typically include work that is specific to each
command, and synchronization tasks.
Queue Submission
Zero or more batches and an optional fence to be signaled, passed to a command for execution
on a queue. See the Devices and Queues chapter for more information.
Render Pass
An object that represents a set of framebuffer attachments and phases of rendering using those
attachments. Represented by a VkRenderPass object.
Required Extensions
Extensions that must be enabled alongside extensions dependent on them (see Extension
Dependencies).
Residency Code
An integer value returned by sparse image instructions, indicating whether any sparse unbound
texels were accessed.
Resolve Attachment
A subpass attachment point, or image view, that is the target of a multisample resolve operation
from the corresponding color attachment at the end of the subpass.
Sample Index
The index of a sample within a single set of samples.
Sample Shading
Invoking the fragment shader multiple times per fragment, with the covered samples
Glossary | 1091
partitioned among the invocations.
Sampled Image
A descriptor type that represents an image view, and supports filtered (sampled) and unfiltered
read-only access in a shader.
Sampler
An object containing state that controls how sampled image data is sampled (or filtered) when
accessed in a shader. Also a descriptor type describing the object. Represented by a VkSampler
object.
Self-Dependency
A subpass dependency from a subpass to itself, i.e. with srcSubpass equal to dstSubpass. A self-
dependency is not automatically performed during a render pass instance, rather a subset of it
can be performed via vkCmdPipelineBarrier during the subpass.
Semaphore
A synchronization primitive that supports signal and wait operations, and can be used to
synchronize operations within a queue or across queues. Represented by a VkSemaphore object.
Shader
Instructions selected (via an entry point) from a shader module, which are executed in a shader
stage.
Shader Code
A stream of instructions used to describe the operation of a shader.
Shader Module
A collection of shader code, potentially including several functions and entry points, that is used
to create shaders in pipelines. Represented by a VkShaderModule object.
Shader Stage
A stage of the graphics or compute pipeline that executes shader code.
Side Effect
A store to memory or atomic operation on memory from a shader invocation.
Single-plane format
A format that is not multi-planar.
1092 | Glossary
Sparse Block
An element of a sparse resource that can be independently bound to memory. Sparse blocks of a
particular sparse resource have a corresponding size in bytes that they use in the bound
memory.
Static Use
An object in a shader is statically used by a shader entry point if any function in the entry point’s
call tree contains an instruction using the object. Static use is used to constrain the set of
descriptors used by a shader entry point.
Storage Buffer
A descriptor type that represents a buffer, and supports reads, writes, and atomics in a shader.
Storage Image
A descriptor type that represents an image view, and supports unfiltered loads, stores, and
atomics in a shader.
Subgroup
A set of shader invocations that can synchronize and share data with each other efficiently. In
compute shaders, the local workgroup is a superset of the subgroup.
Subgroup Mask
A bitmask for all invocations in the current subgroup with one bit per invocation, starting with
the least significant bit in the first vector component, continuing to the last bit (less than
SubgroupSize) in the last required vector component.
Subpass
A phase of rendering within a render pass, that reads and writes a subset of the attachments.
Subpass Dependency
An execution and/or memory dependency between two subpasses described as part of render
pass creation, and automatically performed between subpasses in a render pass instance. A
subpass dependency limits the overlap of execution of the pair of subpasses, and can provide
guarantees of memory coherence between accesses in the subpasses.
Glossary | 1093
Subpass Description
Lists of attachment indices for input attachments, color attachments, depth/stencil attachment,
resolve attachments, depth/stencil resolve, and preserve attachments used by the subpass in a
render pass.
Subset (Self-Dependency)
A subset of a self-dependency is a pipeline barrier performed during the subpass of the self-
dependency, and whose stage masks and access masks each contain a subset of the bits set in the
identically named mask in the self-dependency.
Texel Block
A single addressable element of an image with an uncompressed VkFormat, or a single
compressed block of an image with a compressed VkFormat.
Timeline Semaphore
A semaphore with a monotonically increasing 64-bit unsigned integer payload indicating
whether the semaphore is signaled with respect to a particular reference value. Represented by
a VkSemaphore object created with a semaphore type of VK_SEMAPHORE_TYPE_TIMELINE.
Uniform Buffer
A descriptor type that represents a buffer, and supports read-only access in a shader.
Unnormalized
A value that is interpreted according to its conventional interpretation, and is not normalized.
Unprotected Buffer
A buffer to which unprotected device memory can be bound.
1094 | Glossary
Unprotected Device Memory
Device memory which can be visible to the device and can be visible to the host.
Unprotected Image
An image to which unprotected device memory can be bound.
View Mask
When multiview is enabled, a view mask is a property of a subpass controlling which views the
rendering commands are broadcast to.
View Volume
A subspace in homogeneous coordinates, corresponding to post-projection x and y values
between -1 and +1, and z values between 0 and +1.
Viewport Transformation
A transformation from normalized device coordinates to framebuffer coordinates, based on a
viewport rectangle and depth range.
Visibility Operation
An operation that causes available values to become visible to specified memory accesses.
Visible
A state of values written to memory that allows them to be accessed by a set of operations.
Glossary | 1095
Common Abbreviations
Abbreviations and acronyms are sometimes used in the Specification and the API where they are
considered clear and commonplace, and are defined here:
Src
Source
Dst
Destination
Min
Minimum
Max
Maximum
Rect
Rectangle
Info
Information
LOD
Level of Detail
ID
Identifier
UUID
Universally Unique Identifier
Op
Operation
R
Red color component
G
Green color component
B
Blue color component
A
Alpha color component
RTE
Round to nearest even
VK/Vk/vk
Vulkan namespace
All types, commands, enumerants and defines in this specification are prefixed with these two
characters.
PFN/pfn
Function Pointer
Denotes that a type is a function pointer, or that a variable is of a pointer type.
p
Pointer
Variable is a pointer.
vkCmd
Commands that record commands in command buffers
These API commands do not result in immediate processing on the device. Instead, they record
the requested action in a command buffer for execution when the command buffer is submitted
to a queue.
s
Structure
Used to denote the VK_STRUCTURE_TYPE* member of each structure in sType
1098 | Prefixes
Appendix H: Credits (Informative)
Vulkan 1.2 is the result of contributions from many people and companies participating in the
Khronos Vulkan Working Group, as well as input from the Vulkan Advisory Panel.
Members of the Working Group, including the company that they represented at the time of their
most recent contribution, are listed in the following section. Some specific contributions made by
individuals are listed together with their name.
• Alon Or-bach, Samsung Electronics (versions 1.0, 1.1, 1.2) (WSI technical sub-group chair)
• Andrew Garrard, Samsung Electronics (versions 1.0, 1.1, 1.2) (format wrangler)
• David Miller, Miller & Mattson (versions 1.0, 1.1) (Vulkan reference card)
• John Kessenich, Google (versions 1.0, 1.1, 1.2) (SPIR-V and GLSL for Vulkan spec author)
• Jon Leech, Independent (versions 1.0, 1.1, 1.2) (XML toolchain, normative language, release
wrangler)
• Pyry Haulos, Google (versions 1.0, 1.1) (Vulkan conformance test subcommittee chair)
• Steve Viggers, Core Avionics & Industrial Inc. (versions 1.0, 1.2)
• Tobias Hector, AMD (versions 1.0, 1.1, 1.2) (validity language and toolchain)
• Tom Olson, Arm (versions 1.0, 1.1, 1.2) (Working Group chair)
Other Credits
The Vulkan Advisory Panel members provided important real-world usage information and advice
that helped guide design decisions.
The wider Vulkan community have provided useful feedback, questions and spec changes that have
helped improve the quality of the Specification via GitHub.
Administrative support to the Working Group for Vulkan 1.1 and 1.2 was provided by Khronos staff
including Angela Cheng, Ann Thorsnes, Blaine Kohl, Dominic Agoro-Ombaka, Emily Stearns, Jeff
Phillips, Lisie Aartsen, and Liz Maitral; and by Alex Crabb of Caster Communications.
Administrative support for Vulkan 1.0 was provided by Andrew Riegel, Elizabeth Riegel, Glenn
Fredericks, Kathleen Mattson and Michelle Clark of Gold Standard Group.
Technical support was provided by James Riordon, webmaster of Khronos.org and OpenGL.org.