Enum
VkSubpassDescriptionFlagBits
Bitmask specifying usage of a subpass
Bits which can be set in VkSubpassDescription::flags
,
specifying usage of the subpass, are:
typedef enum VkSubpassDescriptionFlagBits {
} VkSubpassDescriptionFlagBits;
VK_SUBPASS_DESCRIPTION_PER_VIEW_ATTRIBUTES_BIT_NVX
specifies that shaders compiled for this subpass write the attributes for all views in a single invocation of each pre-rasterization shader stage. All pipelines compiled against a subpass that includes this bit must write per-view attributes to the*PerViewNV[]
shader outputs, in addition to the non-per-view (e.g.Position
) outputs.VK_SUBPASS_DESCRIPTION_PER_VIEW_POSITION_X_ONLY_BIT_NVX
specifies that shaders compiled for this subpass use per-view positions which only differ in value in the x component. Per-view viewport mask can also be used.VK_SUBPASS_DESCRIPTION_FRAGMENT_REGION_BIT_QCOM
specifies that the framebuffer region is the fragment region, that is, the minimum region dependencies are by pixel rather than by sample, such that any fragment shader invocation can access any sample associated with that fragment shader invocation.VK_SUBPASS_DESCRIPTION_SHADER_RESOLVE_BIT_QCOM
specifies that the subpass performs shader resolve operations.VK_SUBPASS_DESCRIPTION_RASTERIZATION_ORDER_ATTACHMENT_COLOR_ACCESS_BIT_EXT
specifies that this subpass supports pipelines created withVK_PIPELINE_COLOR_BLEND_STATE_CREATE_RASTERIZATION_ORDER_ATTACHMENT_ACCESS_BIT_EXT
.VK_SUBPASS_DESCRIPTION_RASTERIZATION_ORDER_ATTACHMENT_DEPTH_ACCESS_BIT_EXT
specifies that this subpass supports pipelines created withVK_PIPELINE_DEPTH_STENCIL_STATE_CREATE_RASTERIZATION_ORDER_ATTACHMENT_DEPTH_ACCESS_BIT_EXT
.VK_SUBPASS_DESCRIPTION_RASTERIZATION_ORDER_ATTACHMENT_STENCIL_ACCESS_BIT_EXT
specifies that this subpass supports pipelines created withVK_PIPELINE_DEPTH_STENCIL_STATE_CREATE_RASTERIZATION_ORDER_ATTACHMENT_STENCIL_ACCESS_BIT_EXT
.VK_SUBPASS_DESCRIPTION_ENABLE_LEGACY_DITHERING_BIT_EXT
specifies that Legacy Dithering is enabled for this subpass.
Shader resolve operations allow for custom resolve operations, but overdrawing pixels may have a performance and/or power cost. Furthermore, since the content of any depth stencil attachment or color attachment is undefined: at the beginning of a shader resolve subpass, any depth testing, stencil testing, or blending operation which sources these undefined: values also has undefined: result value.