VK_EXT_extended_dynamic_state3

Other Extension Metadata

Last Modified Date

2022-09-02

IP Status

No known IP claims.

Contributors
  • Daniel Story, Nintendo
  • Jamie Madill, Google
  • Jan-Harald Fredriksen, Arm
  • Faith Ekstrand, Collabora
  • Mike Blumenkrantz, Valve
  • Ricardo Garcia, Igalia
  • Samuel Pitoiset, Valve
  • Shahbaz Youssefi, Google
  • Stu Smith, AMD
  • Tapani Pälli, Intel

Description

This extension adds almost all of the remaining pipeline state as dynamic state to help applications further reduce the number of monolithic pipelines they need to create and bind.

New Commands

If VK_EXT_blend_operation_advanced is supported:

If VK_EXT_conservative_rasterization is supported:

If VK_EXT_depth_clip_control is supported:

If VK_EXT_depth_clip_enable is supported:

If VK_EXT_line_rasterization is supported:

If VK_EXT_provoking_vertex is supported:

If VK_EXT_sample_locations is supported:

If VK_EXT_transform_feedback is supported:

If VK_KHR_maintenance2 or Vulkan Version 1.1 is supported:

If VK_NV_clip_space_w_scaling is supported:

If VK_NV_coverage_reduction_mode is supported:

If VK_NV_fragment_coverage_to_color is supported:

If VK_NV_framebuffer_mixed_samples is supported:

If VK_NV_representative_fragment_test is supported:

If VK_NV_shading_rate_image is supported:

If VK_NV_viewport_swizzle is supported:

New Structures

New Enum Constants

  • VK_EXT_EXTENDED_DYNAMIC_STATE_3_EXTENSION_NAME
  • VK_EXT_EXTENDED_DYNAMIC_STATE_3_SPEC_VERSION
  • Extending VkDynamicState:
    • VK_DYNAMIC_STATE_ALPHA_TO_COVERAGE_ENABLE_EXT
    • VK_DYNAMIC_STATE_ALPHA_TO_ONE_ENABLE_EXT
    • VK_DYNAMIC_STATE_COLOR_BLEND_ENABLE_EXT
    • VK_DYNAMIC_STATE_COLOR_BLEND_EQUATION_EXT
    • VK_DYNAMIC_STATE_COLOR_WRITE_MASK_EXT
    • VK_DYNAMIC_STATE_DEPTH_CLAMP_ENABLE_EXT
    • VK_DYNAMIC_STATE_LOGIC_OP_ENABLE_EXT
    • VK_DYNAMIC_STATE_POLYGON_MODE_EXT
    • VK_DYNAMIC_STATE_RASTERIZATION_SAMPLES_EXT
    • VK_DYNAMIC_STATE_SAMPLE_MASK_EXT
  • Extending VkStructureType:
    • VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_EXTENDED_DYNAMIC_STATE_3_FEATURES_EXT
    • VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_EXTENDED_DYNAMIC_STATE_3_PROPERTIES_EXT

If VK_EXT_blend_operation_advanced is supported:

If VK_EXT_conservative_rasterization is supported:

  • Extending VkDynamicState:
    • VK_DYNAMIC_STATE_CONSERVATIVE_RASTERIZATION_MODE_EXT
    • VK_DYNAMIC_STATE_EXTRA_PRIMITIVE_OVERESTIMATION_SIZE_EXT

If VK_EXT_depth_clip_control is supported:

  • Extending VkDynamicState:
    • VK_DYNAMIC_STATE_DEPTH_CLIP_NEGATIVE_ONE_TO_ONE_EXT

If VK_EXT_depth_clip_enable is supported:

If VK_EXT_line_rasterization is supported:

  • Extending VkDynamicState:
    • VK_DYNAMIC_STATE_LINE_RASTERIZATION_MODE_EXT
    • VK_DYNAMIC_STATE_LINE_STIPPLE_ENABLE_EXT

If VK_EXT_provoking_vertex is supported:

If VK_EXT_sample_locations is supported:

If VK_EXT_transform_feedback is supported:

If VK_KHR_maintenance2 or Vulkan Version 1.1 is supported:

  • Extending VkDynamicState:
    • VK_DYNAMIC_STATE_TESSELLATION_DOMAIN_ORIGIN_EXT

If VK_NV_clip_space_w_scaling is supported:

  • Extending VkDynamicState:
    • VK_DYNAMIC_STATE_VIEWPORT_W_SCALING_ENABLE_NV

If VK_NV_coverage_reduction_mode is supported:

If VK_NV_fragment_coverage_to_color is supported:

  • Extending VkDynamicState:
    • VK_DYNAMIC_STATE_COVERAGE_TO_COLOR_ENABLE_NV
    • VK_DYNAMIC_STATE_COVERAGE_TO_COLOR_LOCATION_NV

If VK_NV_framebuffer_mixed_samples is supported:

  • Extending VkDynamicState:
    • VK_DYNAMIC_STATE_COVERAGE_MODULATION_MODE_NV
    • VK_DYNAMIC_STATE_COVERAGE_MODULATION_TABLE_ENABLE_NV
    • VK_DYNAMIC_STATE_COVERAGE_MODULATION_TABLE_NV

If VK_NV_representative_fragment_test is supported:

  • Extending VkDynamicState:
    • VK_DYNAMIC_STATE_REPRESENTATIVE_FRAGMENT_TEST_ENABLE_NV

If VK_NV_shading_rate_image is supported:

  • Extending VkDynamicState:
    • VK_DYNAMIC_STATE_SHADING_RATE_IMAGE_ENABLE_NV

If VK_NV_viewport_swizzle is supported:

Issues

1) What about the VkPipelineMultisampleStateCreateInfo state sampleShadingEnable and minSampleShading?

UNRESOLVED
  • sampleShadingEnable and minSampleShading are required when compiling the fragment shader, and it is not meaningful to set them dynamically since they always need to match the fragment shader state, so this hardware state may as well just come from the pipeline with the fragment shader.

Version History

  • Revision 2, 2022-07-18 (Piers Daniell)
    • Added rasterizationSamples
  • Revision 1, 2022-05-18 (Piers Daniell)
    • Internal revisions