Lines Matching refs:and
14 The purpose of this appendix is to identify and provide justification for
19 The obvious and most fundamental case is repeated issuance of a series of
21 For any given Vulkan and framebuffer state vector, and for any Vulkan
22 command, the resulting Vulkan and framebuffer state must: be identical
23 whenever the command is executed on that initial Vulkan and framebuffer
26 side effects (image and buffer variable stores and atomic operations),
66 *Rule 1* _For any given Vulkan and framebuffer state vector, and for any
67 given Vulkan command, the resulting Vulkan and framebuffer state must: be
68 identical each time the command is executed on that initial Vulkan and
76 * _Color and depth/stencil attachment contents_
101 been created with identical SPIR-V binaries and identical state, which are
112 shaders containing side effects (image and buffer variable stores and atomic
114 In particular, rule 1, corollary 2, and rule 4 do not apply in the presence
117 The following weaker versions of rules 1 and 4 apply to Vulkan commands
120 *Rule 6* _For any given Vulkan and framebuffer state vector, and for any
124 that initial Vulkan and framebuffer state._
141 in window coordinates, where x and y are integers.
146 This rule does not apply to Vulkan and is an intentional difference from
151 perform image stores or atomic operations, and subsequent Vulkan commands
160 specified by an application and emits a new set of primitives.
169 *Rule 1* _When processing two patches with identical outer and inner
173 specifying the same tessellation mode, spacing, vertex order, and point mode
175 Two sets of primitives are considered identical if and only if they contain
176 the same number and type of primitives and the generated tessellation
178 identical for all values of m and n._
181 subdivided primitive in triangle and quad tessellation, and the tessellation
183 level and the spacing decorations in the tessellation shaders of the
195 For isoline tessellation, if it generates vertices at (0, x) and (1, x)
196 where x is not zero, it will also generate vertices at exactly (0, 1-x) and
200 triangular and quad tessellation must: be independent of the specific edge
201 subdivided, given identical outer tessellation levels and spacing.
202 For example, if vertices at (x, 1 - x, 0) and (1-x, x, 0) are generated when
204 generated at (x, 0, 1-x) and (1-x, 0, x) when subdividing an otherwise
206 For quad tessellation, if vertices at (x, 0) and (1-x, 0) are generated when
207 subdividing the v = 0 edge, vertices must: be generated at (0, x) and (0,
212 for triangle and quad tessellation must: be identical except for vertex and
220 enumerated in rule 1 other than matching outer tessellation levels and/or
221 vertex order, the set of interior triangles generated for triangle and quad
222 tessellation must: be identical in all respects except for vertex and
231 *Rule 7* _For quad and triangle tessellation, the set of triangles
232 connecting an inner and outer edge depends only on the inner and outer
233 tessellation levels corresponding to that edge and the spacing decorations._