Searched refs:vertex (Results 1 – 25 of 73) sorted by relevance
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18 where the vertex shader associates a _vertex input attribute_ number with19 each variable, vertex input attributes are associated to _vertex input20 bindings_ on a per-pipeline basis, and vertex input bindings are associated23 Vertex input attribute and vertex input binding descriptions also contain25 converted to the format expected by the vertex shader.28 number of vertex input attributes and29 sname:VkPhysicalDeviceLimits::pname:maxVertexInputBindings number of vertex31 least as many vertex input attributes as there are vertex input bindings.32 Applications can: store multiple vertex input attributes interleaved in a33 single buffer, and use a single vertex input binding to access those[all …]
50 * pname:primitiveRestartEnable controls whether a special vertex index140 To <<pipelines-dynamic-state, dynamically control>> whether a special vertex155 * pname:primitiveRestartEnable controls whether a special vertex index213 sharing a vertex.221 triangles sharing a common vertex.258 | Sequence position of a vertex within the provided vertex data.262 | Provoking vertex within the main primitive.284 [eq]#v~0~# is the first vertex in the provided data and [eq]#p~0~# is the363 consecutive vertex defines a single point primitive, according to the368 As there is only one vertex, that vertex is the provoking vertex.[all …]
52 Before any other fixed-function vertex post-processing, vertex outputs from57 To capture vertex outputs the last68 After vertex data is written it is possible to use85 For multi-vertex primitives, all values for a given vertex are written86 before writing values for any other vertex.95 may: write out any vertex within the primitive first, but all subsequent121 addition to writing vertices with a consistent winding order, the vertex122 order must: preserve the <<vertexpostproc-flatshading, provoking vertex>> of127 provoking vertex mode>> is129 provoking vertex must be the first vertex written.[all …]
99 The maximum output vertex count is specified in the shader using an103 Each geometry shader must: specify a maximum output vertex count.147 per-vertex and per-primitive.149 considered to produce per-vertex outputs, where values for each output150 vertex are copied from the corresponding input vertex.165 corresponding vertex of the output primitive.
24 the tessellator consumes each input patch (after vertex shading) and137 Each vertex produced by the tessellator has an associated (u,v,w) or (u,v)169 For triangles, the vertex's position is a barycentric coordinate172 the vertex.174 the relative horizontal and vertical position of the vertex relative to the261 [[tessellation-vertex-winding-order]]281 normalized parameter space of the [eq]##i##th vertex of the triangle.294 In code:Triangles mode, even though the vertex coordinates have a [eq]#w#342 corner's two adjacent edges running through the vertex of the subdivided366 segments perpendicular to the edge passing through each inner vertex of the[all …]
31 This extension allows changing the provoking vertex convention between32 Vulkan's default convention (first vertex) and OpenGL's convention (last33 vertex).37 provoking vertex convention.54 To accommodate both, provoking vertex will be pipeline state, but59 2) Does the provoking vertex mode affect the order that vertices are written68 (assuming the provoking vertex mode has not changed, in APIs that support78 feedback vertex order for triangle fans.83 the provoking vertex of each primitive.
19 This extension allows instance-rate vertex attributes to be repeated for30 attribute fetching by pname:firstInstance while computing vertex attribute36 A zero divisor means the vertex attribute is repeated for all instances.41 To create a vertex binding such that the first binding uses instanced
33 capture vertex, tessellation or geometry shader outputs to one or more40 The captured data can be drawn again where the vertex count is derived from42 If the implementation is capable, a vertex stream other than zero can be55 alternative techniques of using the GPU to process and capture vertex data.88 numPrimitivesWritten and numPrimitivesNeeded - for the specified vertex92 The vertex stream output queried is zero by default, but can be specified
58 Create linked pair of vertex and fragment shaders.65 // SPIR-V shader code for a vertex shader, along with its size in bytes132 // Assume vertex buffers, descriptor sets, etc. have been bound, and existing175 Create unlinked vertex, geometry, and fragment shaders.182 // SPIR-V shader code for vertex shaders, along with their sizes in bytes269 // Suppose we want this vertex shader to be able to be followed by305 // Assume vertex buffers, descriptor sets, etc. have been bound, and existing342 // Bind a different unlinked vertex shader
31 from each vertex of the input primitive to corresponding outputs in the40 this input are copied to the corresponding vertex of the output primitive.65 output layout qualifiers for the output primitive type and maximum vertex130 code:Inputs.baseColor are simply copied from the input vertex to the131 corresponding output vertex.
33 `VK_KHR_ray_tracing_position_fetch` adds the ability to fetch the vertex42 vertex positions in object space, of the triangle which was hit.
173 specifying the same tessellation mode, spacing, vertex order, and point mode177 coordinates for the vertex numbered m of the primitive numbered n are188 For triangle tessellation, if the subdivision generates a vertex with190 0), it will also generate a vertex with coordinates of exactly (0, 1-x, x),192 For quad tessellation, if the subdivision generates a vertex with193 coordinates of (x, 0) or (0, x), it will also generate a vertex with211 enumerated in rule 1 except for vertex order, the set of triangles generated212 for triangle and quad tessellation must: be identical except for vertex and221 vertex order, the set of interior triangles generated for triangle and quad222 tessellation must: be identical in all respects except for vertex and
30 * Support for time-varying vertex positions in a geometry38 vertex position for time of 1.0 using
29 assembler as well as fixed function vertex fetch.36 including vertex array attribute fetching, vertex shader processing,
40 code:ViewportIndex built-ins to be exported from vertex or tessellation44 available for output variables in vertex, tessellation evaluation, and
21 pipeline state objects that need to be created, is the vertex input binding
46 cluster and drive vertex shaders to shading these vertices.49 and vertex shaders are preserved.50 Vertex shaders are still used for vertex position shading, instead of
50 === Per-vertex attributes52 Per-vertex attributes for "missing" vertices, such as the third vertex of a line primitive, will re…73 When the provoking vertex mode is `VK_PROVOKING_VERTEX_MODE_LAST_VERTEX_EXT`, the original vertex n…96 …ngVertex` property indicates that the implementation does not change its vertex numbering for tria…97 when the link:{refpage}VkProvokingVertexModeEXT.html[provoking vertex mode] is `VK_PROVOKING_VERTEX…114 Values of per-vertex attributes provided by `GetAttributeAtVertex` are expected to be decorated wit…
16 …t stage assembles vertex data for the vertex shader, data optionally passes through tessellation a…18 …ory, and once there it still has to be optimised for an implementation's vertex caches or face per…19 … role of the vertex shader is also somewhat redundant - transformations could be performed just as…28 . Giving vertex shaders defined grouping, and enabling communication via subgroup operations29 …. Skipping the vertex shader and using geometry or tessellation shaders at the start of the pipeli…32 While a defined grouping in the vertex shaders would give applications the ability to manipulate se…34 Changing the vertex stage to accommodate this extra flexibility would require significant changes t…36 Skipping vertex shading and jumping straight to geometry or tessellation stages would provide a lev…37 … also historically not very efficient across platforms, and removing the vertex shader from the fr…57 Unlike vertex shaders, they do not use the vertex input interface, and geometry and indices must: b…[all …]
10 …_ray_tracing_position_fetch extension which exposes the ability to fetch vertex positions from an …37 …* `HitTriangleVertexPositionsKHR` which indicates a builtin which contains the vertex position val…44 …* `OpRayQueryGetIntersectionTriangleVertexPositionsKHR` which returns the vertex position values f…86 // Adding access to the vertex positions stored in the acceleration structure.
6 // Common to drawing commands that consume vertex binding state8 All vertex input bindings accessed via vertex input variables declared9 in the vertex shader entry point's interface must: have either valid or13 enabled, all vertex input bindings accessed via vertex input variables14 declared in the vertex shader entry point's interface must: not be17 For a given vertex buffer binding, any attribute data fetched must: be18 entirely contained within the corresponding vertex buffer binding, as
46 code:FirstVertexHUAWEI is the index of the first vertex to draw48 code:VertexOffsetHUAWEI is the value added to the vertex index before49 indexing into the vertex buffer.56 replace code:gl_DrawID pass to vertex shader.
39 GLuint GLCommon::LoadProgram(int vertex_entries, const char **vertex, int fragment_entries, in LoadProgram() argument46 GL(glShaderSource(vert_id, vertex_entries, vertex, 0)); in LoadProgram()
59 virtual GLuint LoadProgram(int vertex_entries, const char **vertex, int fragment_entries,
110 For shaders using the code:MeshNV {ExecutionModel} the maximum output vertex118 vertex count is specified as a literal in the shader using an146 local index values into the vertex output arrays from which primitives are154 output vertex count specified in the shader.159 is the output array of local index values into the vertex output arrays from180 effective scalar per-vertex attributes not dependent on code:ViewIndex,181 latexmath:[n_{vpv}] be the number of effective scalar per-vertex attributes