Name
VK_EXT_extended_dynamic_state3 - device extension
VK_EXT_extended_dynamic_state3
- Name String
VK_EXT_extended_dynamic_state3
- Extension Type
Device extension
- Registered Extension Number
456
- Revision
2
- Ratification Status
Ratified
- Extension and Version Dependencies
VK_KHR_get_physical_device_properties2
or
Vulkan Version 1.1
- API Interactions
Interacts with VK_VERSION_1_1
Interacts with VK_EXT_blend_operation_advanced
Interacts with VK_EXT_conservative_rasterization
Interacts with VK_EXT_depth_clip_control
Interacts with VK_EXT_depth_clip_enable
Interacts with VK_EXT_line_rasterization
Interacts with VK_EXT_provoking_vertex
Interacts with VK_EXT_sample_locations
Interacts with VK_EXT_transform_feedback
Interacts with VK_KHR_maintenance2
Interacts with VK_NV_clip_space_w_scaling
Interacts with VK_NV_coverage_reduction_mode
Interacts with VK_NV_fragment_coverage_to_color
Interacts with VK_NV_framebuffer_mixed_samples
Interacts with VK_NV_representative_fragment_test
Interacts with VK_NV_shading_rate_image
Interacts with VK_NV_viewport_swizzle
Interacts with
VkPhysicalDeviceExtendedDynamicState3FeaturesEXT::extendedDynamicState3AlphaToOneEnable
Interacts with
VkPhysicalDeviceExtendedDynamicState3FeaturesEXT::extendedDynamicState3DepthClampEnable
Interacts with
VkPhysicalDeviceExtendedDynamicState3FeaturesEXT::extendedDynamicState3LogicOpEnable
Interacts with
VkPhysicalDeviceExtendedDynamicState3FeaturesEXT::extendedDynamicState3PolygonMode
Interacts with
VkPhysicalDeviceExtendedDynamicState3FeaturesEXT::extendedDynamicState3RasterizationStream
Interacts with
VkPhysicalDeviceExtendedDynamicState3FeaturesEXT::extendedDynamicState3TessellationDomainOrigin
- Contact
- Extension Proposal
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
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:
Issues
1) What about the VkPipelineMultisampleStateCreateInfo state
sampleShadingEnable and minSampleShading?
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
See Also
No cross-references are available
Document Notes
For more information, see the
Vulkan Specification.
This page is a generated document. Fixes and changes should be made to
the generator scripts, not directly.