Class KHRFragmentShadingRate

java.lang.Object
org.lwjgl.vulkan.KHRFragmentShadingRate

public class KHRFragmentShadingRate extends Object
This extension adds the ability to change the rate at which fragments are shaded. Rather than the usual single fragment invocation for each pixel covered by a primitive, multiple pixels can be shaded by a single fragment shader invocation.

Up to three methods are available to the application to change the fragment shading rate:

Additionally, these rates can all be specified and combined in order to adjust the overall detail in the image at each point.

This functionality can be used to focus shading efforts where higher levels of detail are needed in some parts of a scene compared to others. This can be particularly useful in high resolution rendering, or for XR contexts.

This extension also adds support for the SPV_KHR_fragment_shading_rate extension which enables setting the primitive fragment shading rate, and allows querying the final shading rate from a fragment shader.

VK_KHR_fragment_shading_rate
Name String
VK_KHR_fragment_shading_rate
Extension Type
Device extension
Registered Extension Number
227
Revision
2
Extension and Version Dependencies
VK_KHR_create_renderpass2      or      Version 1.2 and      VK_KHR_get_physical_device_properties2      or      Version 1.1
Contact
Extension Proposal
VK_KHR_fragment_shading_rate
Other Extension Metadata
Last Modified Date
2021-09-30
Interactions and External Dependencies
Contributors
  • Tobias Hector, AMD
  • Guennadi Riguer, AMD
  • Matthaeus Chajdas, AMD
  • Pat Brown, Nvidia
  • Matthew Netsch, Qualcomm
  • Slawomir Grajewski, Intel
  • Jan-Harald Fredriksen, Arm
  • Jeff Bolz, Nvidia
  • Arseny Kapoulkine, Roblox
  • Contributors to the VK_NV_shading_rate_image specification
  • Contributors to the VK_EXT_fragment_density_map specification