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A new generation graphics and compute API that provides high-efficiency, cross-platform access to modern GPUs used in a wide variety of devices from PCs and consoles to mobile phones and embedded platforms.
/*
* Copyright LWJGL. All rights reserved.
* License terms: https://www.lwjgl.org/license
* MACHINE GENERATED FILE, DO NOT EDIT
*/
package org.lwjgl.vulkan;
/**
* This extension allows a shader resolve to replace fixed-function resolve.
*
* Fixed-function resolve is limited in function to simple filters of multisample buffers to a single sample buffer.
*
* Fixed-function resolve is more performance efficient and/or power efficient than shader resolve for such simple filters.
*
* Shader resolve allows a shader writer to create complex, non-linear filtering of a multisample buffer in the last subpass of a subpass dependency chain.
*
* This extension also provides a bit which can be used to enlarge a sample region dependency to a fragment region dependency, so that a framebuffer-region dependency can replace a framebuffer-global dependency in some cases.
*
* VK_QCOM_render_pass_shader_resolve
*
*
* - Name String
* - {@code VK_QCOM_render_pass_shader_resolve}
* - Extension Type
* - Device extension
* - Registered Extension Number
* - 172
* - Revision
* - 4
* - Extension and Version Dependencies
*
* - Requires Vulkan 1.0
*
* - Contact
*
* - Bill Licea-Kane wwlk
*
*
*
* Other Extension Metadata
*
*
* - Last Modified Date
* - 2019-11-07
* - IP Status
* - No known IP claims.
* - Interactions and External Dependencies
* - None.
* - Contributors
*
* - Srihari Babu Alla, Qualcomm
* - Bill Licea-Kane, Qualcomm
* - Jeff Leger, Qualcomm
*
*
*/
public final class QCOMRenderPassShaderResolve {
/** The extension specification version. */
public static final int VK_QCOM_RENDER_PASS_SHADER_RESOLVE_SPEC_VERSION = 4;
/** The extension name. */
public static final String VK_QCOM_RENDER_PASS_SHADER_RESOLVE_EXTENSION_NAME = "VK_QCOM_render_pass_shader_resolve";
/**
* Extends {@code VkSubpassDescriptionFlagBits}.
*
* Enum values:
*
*
* - {@link #VK_SUBPASS_DESCRIPTION_FRAGMENT_REGION_BIT_QCOM SUBPASS_DESCRIPTION_FRAGMENT_REGION_BIT_QCOM}
* - {@link #VK_SUBPASS_DESCRIPTION_SHADER_RESOLVE_BIT_QCOM SUBPASS_DESCRIPTION_SHADER_RESOLVE_BIT_QCOM}
*
*/
public static final int
VK_SUBPASS_DESCRIPTION_FRAGMENT_REGION_BIT_QCOM = 0x4,
VK_SUBPASS_DESCRIPTION_SHADER_RESOLVE_BIT_QCOM = 0x8;
private QCOMRenderPassShaderResolve() {}
}