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Modulevulkan-3.27GHC2021

Vulkan.Extensions.VK_HUAWEI_cluster_culling_shader

Name

VK_HUAWEI_cluster_culling_shader - device extension

VK_HUAWEI_cluster_culling_shader

Name String

VK_HUAWEI_cluster_culling_shader

Extension Type

Device extension

Registered Extension Number

405

Revision

3

Ratification Status

Not ratified

Extension and Version Dependencies

VK_KHR_get_physical_device_properties2

or

Vulkan Version 1.1

SPIR-V Dependencies
Contact
Extension Proposal

VK_HUAWEI_cluster_culling_shader

Other Extension Metadata

Last Modified Date

2023-08-16

Interactions and External Dependencies
Contributors
  • Yuchang Wang, Huawei

  • Juntao Li, Huawei

  • Pan Gao, Huawei

  • Jie Cao, Huawei

  • Yunjin Zhang, Huawei

  • Shujie Zhou, Huawei

  • Chaojun Wang, Huawei

  • Jiajun Hu, Huawei

  • Cong Zhang, Huawei

Description

Cluster Culling Shaders (CCS) are similar to the existing compute shaders. Their main purpose is to provide an execution environment in order to perform coarse-level geometry culling and LOD selection more efficiently on the GPU.

The traditional 2-pass GPU culling solution using a compute shader sometimes needs a pipeline barrier between compute and graphics pipeline to optimize performance. An additional compaction process may also be required. This extension addresses these shortcomings, allowing compute shaders to directly emit visible clusters to the following graphics pipeline.

A set of new built-in output variables are used to express a visible cluster, including per-cluster shading rate. In addition, a new built-in function is used to emit these variables from CCS to the IA stage. The IA stage can use these variables to fetch vertices of a visible cluster and drive vertex shaders to shading these vertices.

Note that CCS do not work with geometry or tessellation shaders, but both IA and vertex shaders are preserved. Vertex shaders are still used for vertex position shading, instead of directly outputting transformed vertices from the compute shader. This makes CCS more suitable for mobile GPUs.

New Commands

New Structures

New Enum Constants

New Built-In Variables

New SPIR-V Capability

Sample Code

Example of cluster culling in a GLSL shader

#extension GL_HUAWEI_cluster_culling_shader: enable

#define GPU_WARP_SIZE                   32
#define GPU_GROUP_SIZE                  GPU_WARP_SIZE

#define GPU_CLUSTER_PER_INVOCATION      1
#define GPU_CLUSTER_PER_WORKGROUP       (GPU_GROUP_SIZE * GPU_CLUSTER_PER_INVOCATION)

// Number of threads per workgroup
// - 1D only
// - warpsize = 32
layout(local_size_x=GPU_GROUP_SIZE, local_size_y=1, local_size_z=1) in;

#define GPU_DRAW_BUFFER_BINDING             0
#define GPU_INSTANCE_DESCRIPTOR_BINDING     1

struct BoundingSphere
{
  vec3 center;
  float radius;
};

struct InstanceData
{
  mat4 mvp_matrix;                      // mvp matrix.
  vec4 frustum_planes[6];               // six frustum planes
  mat4 model_matrix_transpose_inverse;  // inverse transpose of model matrix.
  vec3 view_origin;                     // view original
};

struct InstanceDescriptor
{
  uint begin;
  uint end;
  uint cluster_count;
  uint debug;
  BoundingSphere sphere;
  InstanceData instance_data;
};

struct DrawElementsCommand{
  uint indexcount;
  uint instanceCount;
  uint firstIndex;
  int  vertexoffset;
  uint firstInstance;
  uint cluster_id;
};

// indexed mode
out gl_PerClusterHUAWEI{
  uint gl_IndexCountHUAWEI;
  uint gl_InstanceCountHUAWEI;
  uint gl_FirstIndexHUAWEI;
  int  gl_VertexOffsetHUAWEI;
  uint gl_FirstInstanceHUAWEI;
  uint gl_ClusterIDHUAWEI;
  uint gl_ClusterShadingRateHUAWEI;
};

layout(binding = GPU_DRAW_BUFFER_BINDING, std430) buffer draw_indirect_ssbo
{
        DrawElementsCommand draw_commands[];
};

layout(binding = GPU_INSTANCE_DESCRIPTOR_BINDING, std430) buffer instance_descriptor_ssbo
{
        InstanceDescriptor instance_descriptors[];
};


float Distance(uint instance_id)
{
    vec3 v = normalize(instance_descriptor[instance_id].sphere.center -
                     instance_descriptor[instance_id].instance_data.view_origin);
    float dist = sqrt(dot(v,v));

    return dist;
}

bool isSphereOutsideFrustum( vec3 sphere_center, float sphere_radius )
{
  bool isInside = false;

  for(int i = 0; i < 6; i++)
  {
      isInside = isInside ||
      (dot(instance_descriptors[instance_id].instance_data.frustum_planes[i].xyz,
      sphere_center) + instance_descriptors[instance_id].instance_data.frustum_planes[i].w <
      sphere_radius);
  }
  return isInside;
}


void main()
{
    // get instance description
    instance_id = gl_GlobalInvocationID.x;
    InstanceDescriptor inst_desc = instance_descriptors[instance_id];

    //instance based culling
    bool render = !isSphereOutsideFrustum(inst_desc.sphere.center, inst_desc.sphere.radius);

    if (render)
    {
        // calculate distance
        float distance = Distance(instance_id);

        // update shading rate built-in variable
        if(distance > 0.7)
            gl_ClusterShadingRateHUAWEI =
                gl_ShadingRateFlag4VerticalPixelsEXT | gl_ShadingRateFlag4HorizontalPixelsEXT;
        else if(distance > 0.3)
            gl_ClusterShadingRateHUAWEI =
                gl_ShadingRateFlag2VerticalPixelsEXT | gl_ShadingRateFlag2HorizontalPixelsEXT;
        else
            gl_ClusterShadingRateHUAWEI = 0;

        // this is a visible cluster, update built-in output variable.
        // in case of indexed mode:
        gl_IndexCountHUAWEI     = draw_commands[cluster_id].indexcount;
        gl_InstanceCountHUAWEI  = draw_commands[cluster_id].instanceCount;
        gl_FirstIndexHUAWEI     = draw_commands[cluster_id].firstIndex;
        gl_VertexOffsetHUAWEI   = draw_commands[cluster_id].vertexoffset;
        gl_FirstInstanceHUAWEI  = draw_commands[cluster_id].firstInstance;
        gl_ClusterIDHUAWEI      = draw_commands[cluster_id].cluster_id;

        // emit built-in output variables as a drawing command to subsequent
        // rendering pipeline.
        dispatchClusterHUAWEI();
    }
}

Example of graphics pipeline creation with cluster culling shader

// create a cluster culling shader stage info structure.
VkPipelineShaderStageCreateInfo ccsStageInfo{};
ccsStageInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
ccsStageInfo.stage = VK_SHADER_STAGE_CLUSTER_CULLING_BIT_HUAWEI;
ccsStageInfo.module = clustercullingshaderModule;
ccsStageInfo.pName =  "main";

// pipeline shader stage creation
VkPipelineShaderStageCreateInfo shaderStages[] = { ccsStageInfo, vertexShaderStageInfo, fragmentShaderStageInfo };

// create graphics pipeline
VkGraphicsPipelineCreateInfo pipelineInfo{};
pipelineInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
pipelineInfo.stageCount = 3;
pipelineInfo.pStage = shaderStages;
pipelineInfo.pVertexInputState = &vertexInputInfo;
// ...
VkPipeline graphicsPipeline;
VkCreateGraphicsPipelines(device, VK_NULL_HANDLE, 1, &pipelineInfo, nullptr, &graphicsPipeline);

Example of launching the execution of cluster culling shader

vkCmdBindPipeline(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, graphicsPipeline);
vkCmdDrawClusterHUAWEI(commandBuffer, groupCountX, 1, 1);
vkCmdEndRenderPass(commandBuffer);

Version History

  • Revision 1, 2022-11-18 (YuChang Wang)

    • Internal revisions

  • Revision 2, 2023-04-02 (Jon Leech)

    • Grammar edits.

  • Revision 3, 2023-08-21 (YuChang Wang)

    • Add per-cluster shading rate.

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.

  • 5 types
  • 2 values
  • Packagevulkan-3.27
  • Exports9
  • LanguageGHC2021
  • LicenceBSD-3-Clause
  • SourceVK_HUAWEI_cluster_culling_shader.hs
valuecmdDrawClusterHUAWEI
  1. :: MonadIO io
  2. => CommandBuffer

    commandBuffer is the command buffer into which the command will be recorded.

  3. -> "groupCountX" ::: Word32

    groupCountX is the number of local workgroups to dispatch in the X dimension.

  4. -> "groupCountY" ::: Word32

    groupCountY is the number of local workgroups to dispatch in the Y dimension.

  5. -> "groupCountZ" ::: Word32

    groupCountZ is the number of local workgroups to dispatch in the Z dimension.

  6. -> io ()
#

vkCmdDrawClusterHUAWEI - Draw cluster culling work items

Description

When the command is executed,a global workgroup consisting of groupCountX*groupCountY*groupCountZ local workgroup is assembled. Note that the cluster culling shader pipeline only accepts cmdDrawClusterHUAWEI and cmdDrawClusterIndirectHUAWEI as drawing commands.

Valid Usage

Valid Usage (Implicit)

  • commandBuffer must be in the recording state

  • The CommandPool that commandBuffer was allocated from must support QUEUE_GRAPHICS_BIT operations

  • This command must only be called inside of a render pass instance

  • This command must not be called between suspended render pass instances

  • This command must only be called outside of a video coding scope

Host Synchronization

  • Host access to commandBuffer must be externally synchronized

  • Host access to the CommandPool that commandBuffer was allocated from must be externally synchronized

Command Properties

'

Command Buffer Levels

Render Pass Scope

Video Coding Scope

Supported Queue Types

Command Type

Primary Secondary

Inside

Outside

VK_QUEUE_GRAPHICS_BIT

Action

Conditional Rendering

vkCmdDrawClusterHUAWEI is affected by conditional rendering

See Also

VK_HUAWEI_cluster_culling_shader, CommandBuffer

valuecmdDrawClusterIndirectHUAWEI
  1. :: MonadIO io
  2. => CommandBuffer

    commandBuffer is the command buffer into which the command is recorded.

  3. -> Buffer

    buffer is the buffer containing draw parameters.

  4. -> "offset" ::: DeviceSize

    offset is the byte offset into buffer where parameters begin.

  5. -> io ()
#

vkCmdDrawClusterIndirectHUAWEI - Issue an indirect cluster culling draw into a command buffer

Description

cmdDrawClusterIndirectHUAWEI behaves similarly to cmdDrawClusterHUAWEI except that the parameters are read by the device from a buffer during execution. The parameters of the dispatch are encoded in a DispatchIndirectCommand structure taken from buffer starting at offset. Note the cluster culling shader pipeline only accepts cmdDrawClusterHUAWEI and cmdDrawClusterIndirectHUAWEI as drawing commands.

Valid Usage

Valid Usage (Implicit)

  • buffer must be a valid Buffer handle

  • commandBuffer must be in the recording state

  • The CommandPool that commandBuffer was allocated from must support QUEUE_GRAPHICS_BIT operations

  • This command must only be called inside of a render pass instance

  • This command must not be called between suspended render pass instances

  • This command must only be called outside of a video coding scope

  • Both of buffer, and commandBuffer must have been created, allocated, or retrieved from the same Device

Host Synchronization

  • Host access to commandBuffer must be externally synchronized

  • Host access to the CommandPool that commandBuffer was allocated from must be externally synchronized

Command Properties

'

Command Buffer Levels

Render Pass Scope

Video Coding Scope

Supported Queue Types

Command Type

Primary Secondary

Inside

Outside

VK_QUEUE_GRAPHICS_BIT

Action

Conditional Rendering

vkCmdDrawClusterIndirectHUAWEI is affected by conditional rendering

See Also

VK_HUAWEI_cluster_culling_shader, Buffer, CommandBuffer, DeviceSize

VkPhysicalDeviceClusterCullingShaderPropertiesHUAWEI - Structure describing cluster culling shader properties supported by an implementation

Description

If the PhysicalDeviceClusterCullingShaderPropertiesHUAWEI structure is included in the pNext chain of the PhysicalDeviceProperties2 structure passed to getPhysicalDeviceProperties2, it is filled in with each corresponding implementation-dependent property.

Structure Chaining

Extends the structure

See Also

VK_HUAWEI_cluster_culling_shader, DeviceSize, StructureType

Constructors

  • PhysicalDeviceClusterCullingShaderPropertiesHUAWEI
    • maxWorkGroupCount :: (Word32, Word32, Word32)

      maxWorkGroupCount[3] is the maximum number of local workgroups that can be launched by a single command. These three value represent the maximum local workgroup count in the X, Y, and Z dimensions, respectively. In the current implementation, the values of Y and Z are both implicitly set as one. groupCountX of DrawCluster command must be less than or equal to maxWorkGroupCount[0].

    • maxWorkGroupSize :: (Word32, Word32, Word32)

      maxWorkGroupSize[3] is the maximum size of a local workgroup. These three value represent the maximum local workgroup size in the X, Y, and Z dimensions, respectively. The x, y, and z sizes, as specified by the LocalSize or LocalSizeId execution mode or by the object decorated by the WorkgroupSize decoration in shader modules, must be less than or equal to the corresponding limit. In the current implementation, the maximum workgroup size of the X dimension is 32, the others are 1.

    • maxOutputClusterCount :: Word32

      maxOutputClusterCount is the maximum number of output cluster a single cluster culling shader workgroup can emit.

    • indirectBufferOffsetAlignment :: DeviceSize

      indirectBufferOffsetAlignment indicates the alignment for cluster drawing command buffer stride. cmdDrawClusterIndirectHUAWEI::offset must be a multiple of this value.

Instances6Eq, Show, Storable, FromCStruct, ToCStruct, Zero

VkPhysicalDeviceClusterCullingShaderFeaturesHUAWEI - Structure describing whether cluster culling shader is enabled

Description

If the PhysicalDeviceClusterCullingShaderFeaturesHUAWEI structure is included in the pNext chain of the PhysicalDeviceFeatures2 structure passed to getPhysicalDeviceFeatures2, it is filled in to indicate whether each corresponding feature is supported. If the application wishes to use a Device with any features described by PhysicalDeviceClusterCullingShaderFeaturesHUAWEI, it must add an instance of the structure, with the desired feature members set to TRUE, to the pNext chain of DeviceCreateInfo when creating the Device.

Structure Chaining

Extends the structures

See Also

VK_HUAWEI_cluster_culling_shader, Bool32, StructureType

Constructors

Instances5Extensible, Show, FromCStruct, ToCStruct, Zero

VkPhysicalDeviceClusterCullingShaderVrsFeaturesHUAWEI - Structure describing whether cluster culling shader support VRS

Structure Chaining

Extends the structure

See Also

VK_HUAWEI_cluster_culling_shader, Bool32, StructureType

Constructors

Instances6Eq, Show, Storable, FromCStruct, ToCStruct, Zero