{-# language CPP #-} -- | = Name -- -- VK_EXT_fragment_shader_interlock - device extension -- -- == VK_EXT_fragment_shader_interlock -- -- [__Name String__] -- @VK_EXT_fragment_shader_interlock@ -- -- [__Extension Type__] -- Device extension -- -- [__Registered Extension Number__] -- 252 -- -- [__Revision__] -- 1 -- -- [__Extension and Version Dependencies__] -- -- - Requires Vulkan 1.0 -- -- - Requires @VK_KHR_get_physical_device_properties2@ -- -- [__Contact__] -- -- - Piers Daniell -- > > -- -- == Other Extension Metadata -- -- [__Last Modified Date__] -- 2019-05-02 -- -- [__Interactions and External Dependencies__] -- -- - This extension requires -- -- -- - This extension provides API support for -- -- -- [__Contributors__] -- -- - Daniel Koch, NVIDIA -- -- - Graeme Leese, Broadcom -- -- - Jan-Harald Fredriksen, Arm -- -- - Jason Ekstrand, Intel -- -- - Jeff Bolz, NVIDIA -- -- - Ruihao Zhang, Qualcomm -- -- - Slawomir Grajewski, Intel -- -- - Spencer Fricke, Samsung -- -- == Description -- -- This extension adds support for the @FragmentShaderPixelInterlockEXT@, -- @FragmentShaderSampleInterlockEXT@, and -- @FragmentShaderShadingRateInterlockEXT@ capabilities from the -- @SPV_EXT_fragment_shader_interlock@ extension to Vulkan. -- -- Enabling these capabilities provides a critical section for fragment -- shaders to avoid overlapping pixels being processed at the same time, -- and certain guarantees about the ordering of fragment shader invocations -- of fragments of overlapping pixels. -- -- This extension can be useful for algorithms that need to access -- per-pixel data structures via shader loads and stores. Algorithms using -- this extension can access per-pixel data structures in critical sections -- without other invocations accessing the same per-pixel data. -- Additionally, the ordering guarantees are useful for cases where the API -- ordering of fragments is meaningful. For example, applications may be -- able to execute programmable blending operations in the fragment shader, -- where the destination buffer is read via image loads and the final value -- is written via image stores. -- -- == New Structures -- -- - Extending -- 'Vulkan.Core11.Promoted_From_VK_KHR_get_physical_device_properties2.PhysicalDeviceFeatures2', -- 'Vulkan.Core10.Device.DeviceCreateInfo': -- -- - 'PhysicalDeviceFragmentShaderInterlockFeaturesEXT' -- -- == New Enum Constants -- -- - 'EXT_FRAGMENT_SHADER_INTERLOCK_EXTENSION_NAME' -- -- - 'EXT_FRAGMENT_SHADER_INTERLOCK_SPEC_VERSION' -- -- - Extending 'Vulkan.Core10.Enums.StructureType.StructureType': -- -- - 'Vulkan.Core10.Enums.StructureType.STRUCTURE_TYPE_PHYSICAL_DEVICE_FRAGMENT_SHADER_INTERLOCK_FEATURES_EXT' -- -- == New SPIR-V Capabilities -- -- - -- -- - -- -- - -- -- == Version History -- -- - Revision 1, 2019-05-24 (Piers Daniell) -- -- - Internal revisions -- -- == See Also -- -- 'PhysicalDeviceFragmentShaderInterlockFeaturesEXT' -- -- == Document Notes -- -- For more information, see the -- -- -- This page is a generated document. Fixes and changes should be made to -- the generator scripts, not directly. module Vulkan.Extensions.VK_EXT_fragment_shader_interlock (PhysicalDeviceFragmentShaderInterlockFeaturesEXT) where import Vulkan.CStruct (FromCStruct) import Vulkan.CStruct (ToCStruct) import Data.Kind (Type) data PhysicalDeviceFragmentShaderInterlockFeaturesEXT instance ToCStruct PhysicalDeviceFragmentShaderInterlockFeaturesEXT instance Show PhysicalDeviceFragmentShaderInterlockFeaturesEXT instance FromCStruct PhysicalDeviceFragmentShaderInterlockFeaturesEXT