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Name
OES_sample_variables
Name Strings
GL_OES_sample_variables
Contact
Daniel Koch, NVIDIA Corporation (dkoch 'at' nvidia.com)
Contributors
Pat Brown, NVIDIA
Eric Werness, NVIDIA
Graeme Leese, Broadcom
Contributors to ARB_gpu_shader5
Contributors to ARB_sample_shading
Members of the OpenGL ES Working Group
Notice
Copyright (c) 2011-2019 The Khronos Group Inc. Copyright terms at
http://www.khronos.org/registry/speccopyright.html
Specification Update Policy
Khronos-approved extension specifications are updated in response to
issues and bugs prioritized by the Khronos OpenGL ES Working Group. For
extensions which have been promoted to a core Specification, fixes will
first appear in the latest version of that core Specification, and will
eventually be backported to the extension document. This policy is
described in more detail at
https://www.khronos.org/registry/OpenGL/docs/update_policy.php
Status
Complete.
Ratified by the Khronos Board of Promoters on 2014/03/14.
Version
Last Modified Date: January 10, 2019
Revision: 10
Number
OpenGL ES Extension #170
Dependencies
OpenGL ES 3.0 and GLSL ES 3.00 required.
This extension is written against the OpenGL ES 3.0.2 (April 8, 2013)
and the OpenGL ES Shading Language Specification Revision 4
(March 6, 2013) specifications.
This extension interacts with OES_sample_shading.
This extension interacts with OES_shader_multisample_interpolation.
This extension interacts with OpenGL ES 3.1.
Overview
This extension allows fragment shaders more control over multisample
rendering. The mask of samples covered by a fragment can be read by
the shader and individual samples can be masked out. Additionally
fragment shaders can be run on individual samples and the sample's
ID and position read to allow better interaction with multisample
resources such as textures.
In multisample rendering, an implementation is allowed to assign the
same sets of fragment shader input values to each sample, which then
allows the optimization where the shader is only evaluated once and
then distributed to the samples that have been determined to be
covered by the primitive currently being rasterized. This extension
does not change how values are interpolated, but it makes some details
of the current sample available. This means that where these features
are used (gl_SampleID and gl_SamplePosition), implementations must
run the fragment shader for each sample.
In order to obtain per-sample interpolation on fragment inputs, either
OES_sample_shading or OES_shader_multisample_interpolation must
be used in conjunction with the features from this extension.
New Procedures and Functions
None.
New Tokens
None.
Additions to Chapter 2 of the OpenGL ES 3.0 Specification (OpenGL ES Operation)
None.
Additions to Chapter 3 of the OpenGL ES 3.0 Specification (Rasterization)
Modify section 3.9.2, Shader Execution, p. 162
(Add the following paragraphs to the section Shader Inputs, p. 164, after
the paragraph about gl_FrontFacing)
The built-in read-only variable gl_SampleID is filled with the
sample number of the sample currently being processed. This variable
is in the range zero to gl_NumSamples minus one, where
gl_NumSamples is the
total number of samples in the framebuffer, or one if rendering to a
non-multisample framebuffer. Using gl_SampleID in a fragment shader
causes the entire shader to be executed per-sample. When rendering to a
non-multisample buffer,
gl_SampleID will always be zero. gl_NumSamples is the sample count
of the framebuffer regardless of whether the framebuffer is multisampled
or not.
The built-in read-only variable gl_SamplePosition contains the
position of the current sample within the multi-sample draw buffer.
The x and y components of gl_SamplePosition contain the sub-pixel
coordinate of the current sample and will have values in the range
[0, 1]. The sub-pixel coordinate of the center of the pixel is
always (0.5, 0.5). Using this variable in a fragment shader
causes the entire shader to be executed per-sample. When rendering to a
non-multisample buffer,
gl_SamplePosition will always be (0.5, 0.5).
The built-in variable gl_SampleMaskIn is an integer array holding
bitfields indicating the set of fragment samples covered by the primitive
corresponding to the fragment shader invocation. The number of elements
in the array is ceil(gl_MaxSamples/32), where gl_MaxSamples is the
the value of MAX_SAMPLES, the maximum number of color samples supported
by the implementation. Bit <n> of element <w> in the
array is set if and only if the sample numbered <w>*32+<n> is considered
covered for this fragment shader invocation. When rendering to a
non-multisample buffer, all
bits are zero except for bit zero of the first array element. That bit
will be one if the pixel is covered and zero otherwise. Bits in the
sample mask corresponding to covered samples that will be killed due to
SAMPLE_COVERAGE or SAMPLE_MASK will not be set (section 4.1.3).
When per-sample shading is active due to the use of a fragment input
qualified by "sample" or due to the use of the gl_SampleID or
gl_SamplePosition variables, only the bit for the current sample is
set in gl_SampleMaskIn.
When OpenGL ES API state specifies multiple fragment shader invocations
for a given fragment, the bit corresponding to each covered sample will
be set in exactly one fragment shader invocation.
Modify section Shader Outputs, p. 165
(Replace the second sentence of the first paragraph with the following)
These outputs are split into two categories, user-defined outputs and the
built-in outputs gl_FragColor, gl_FragData[n] (both available only in
OpenGL ES Shading Language version 1.00), gl_FragDepth and gl_SampleMask.
(Insert the following paragraph after the first paragraph of the section)
The built-in integer array gl_SampleMask can be used to change the
sample coverage for a fragment from within the shader. The number
of elements in the array is ceil(gl_MaxSamples/32), where
gl_MaxSamples is the value of MAX_SAMPLES, the maximum number of
color samples supported by the implementation.
If bit <n> of element <w> in the array is set to zero, sample
<w>*32+<n> should be considered uncovered for the purposes of
multisample fragment operations (Section 4.1.3). Modifying the
sample mask in this way may exclude covered samples from being
processed further at a per-fragment granularity. However, setting
sample mask bits to one will never enable samples not covered by the
original primitive. If the fragment shader is being executed at
any frequency other than per-fragment, bits of the sample mask not
corresponding to the current fragment shader invocation are ignored.
Additions to Chapter 4 of the OpenGL ES 3.0.2 Specification (Per-Fragment
Operations and the Framebuffer)
Modify Section 4.1.3, Multisample Fragment Operations, p. 170
(modify first paragraph of section) This step modifies fragment alpha and
coverage values based on the values of SAMPLE_ALPHA_TO_COVERAGE,
SAMPLE_COVERAGE, SAMPLE_COVERAGE_VALUE,
SAMPLE_COVERAGE_INVERT, and an output sample mask optionally written by
the fragment shader. No changes to the fragment alpha or coverage values
are made at this step if the value of
SAMPLE_BUFFERS is not one.
(insert new paragraph before the paragraph on SAMPLE_COVERAGE, p. 171)
Next, if a fragment shader is active and statically assigns to the
built-in output variable gl_SampleMask, the fragment coverage is ANDed
with the bits of the sample mask. The initial values for elements of
gl_SampleMask are undefined. Bits in each array element that are not
written due to flow control or partial writes (i.e., bit-wise operations)
will continue to have undefined values. The value of those bits ANDed with
the fragment coverage is undefined. If no fragment shader is active, or
if the active fragment shader does not statically assign values to
gl_SampleMask, the fragment coverage is not modified.
Additions to Chapter 5 of the OpenGL ES 3.0.2 Specification (Special Functions)
None.
Additions to Chapter 6 of the OpenGL ES 3.0.2 Specification (State and
State Requests)
None.
Modifications to The OpenGL ES Shading Language Specification, Version 3.00.04
Including the following line in a shader can be used to control the
language features described in this extension:
#extension GL_OES_sample_variables
A new preprocessor #define is added to the OpenGL ES Shading Language:
#define GL_OES_sample_variables 1
Add to section 7.2 "Fragment Shader Special Variables"
(add the following to the list of built-in variables that are accessible
from a fragment shader)
in lowp int gl_SampleID;
in mediump vec2 gl_SamplePosition;
in highp int gl_SampleMaskIn[(gl_MaxSamples+31)/32];
out highp int gl_SampleMask[(gl_MaxSamples+31)/32];
(add the following descriptions of the new variables)
The input variable gl_SampleID is filled with the
sample number of the sample currently being processed. This
variable is in the range 0 to gl_NumSamples-1, where gl_NumSamples is
the total number of samples in the framebuffer, or one if rendering to
a non-multisample framebuffer. Any static use of gl_SampleID in a
fragment shader causes the entire shader to be executed per-sample.
The input variable gl_SamplePosition contains the
position of the current sample within the multi-sample draw
buffer. The x and y components of gl_SamplePosition contain the
sub-pixel coordinate of the current sample and will have values in
the range 0.0 to 1.0. Any static use of this variable in a fragment
shader causes the entire shader to be executed per-sample.
For the both the input array gl_SampleMaskIn[] and the output
array gl_SampleMask[], bit B of mask M (gl_SampleMaskIn[M]
or gl_SampleMask[M]) corresponds to sample 32*M+B. These arrays
have ceil(gl_MaxSamples/32) elements, where gl_MaxSamples is
the maximum number of color samples supported by the implementation.
The input variable gl_SampleMaskIn indicates the set of samples covered
by the primitive generating the fragment during multisample rasterization.
It has a sample bit set if and only if the sample is considered covered for
this fragment shader invocation.
The output array gl_SampleMask[] sets the sample mask for
the fragment being processed. Coverage for the current fragment will
be the logical AND of the coverage mask and the output
gl_SampleMask. If the fragment shader
statically assigns a value to gl_SampleMask, the sample mask will
be undefined for any array elements of any fragment shader
invocations that fails to assign a value. If a shader does not
statically assign a value to gl_SampleMask, the sample mask has no
effect on the processing of a fragment.
Add to section 7.3 Built-in Constants
const mediump int gl_MaxSamples = 4;
Add to Section 7.4 Built-in Uniform State
(Add the following prototype to the list of built-in uniforms
accessible from a fragment shader:)
uniform lowp int gl_NumSamples;
Additions to the AGL/GLX/WGL/EGL Specifications
None
Dependencies on OES_sample_shading
If OES_sample_shading is not supported ignore any mention of API state
that forces multiple shader invocations per fragment.
Dependencies on OES_shader_multisample_interpolation
If OES_shader_multisample_interpolation is not supported ignore any mention of the
"sample" qualifier keyword for fragment inputs.
Dependencies on OpenGL ES 3.1
If OpenGL ES 3.1 is not supported, ignore references to SAMPLE_MASK.
Errors
None.
New State
None.
New Implementation Dependent State
None.
Issues
(0) This extension is based on ARB_sample_shading. What are the major
differences?
1- rebased against ES 3.0
2- various editing for consistency to GL 4.4/GLSL 440 specs
3- added precision qualifiers for GLSL builtins
4- removed mention of SAMPLE_ALPHA_TO_ONE
5- replaced mention of "color and texture coordinates" with more
generic language about fragment shader inputs.
6- removed mention of multisample enable.
7- added gl_SampleMaskIn from ARB_gpu_shader5
8- replace the term 'evaluated' with 'executed' (Issue 3)
9- removed mention of sizing gl_SampleMask[] (Issue 4)
10- added gl_MaxSamples shading language constant.
For historical issues, please see ARB_sample_shading and
ARB_gpu_shader5.
(1) OpenGL has a MULTISAMPLE enable that was not included in OpenGL ES.
Should we add it into this extension or base it purely on if the target
surface is multisample?
DISCUSSION:
GL (4.4) says:
"Multisample rasterization is enabled or disabled by calling Enable or
Disable with the symbolic constant MULTISAMPLE."
GL ES (3.0.2) says:
"Multisample rasterization cannot be enabled or disabled after a GL
context is created."
RESOLVED. Multisample rasterization should be based on the target
surface properties. Will not pick up the explicit multisample
enable, but the language for ES3.0.2 doesn't sound right either.
Bug 10690 tracks this and it should be fixed in later versions
of the ES3.0 specification.
(2) ES requires vec2s in a fragment shader to be declared with a precision
qualifiers, what precision should be used for gl_SamplePosition?
RESOLVED: mediump should be used since lowp might be implemented with
fixed point and be unable to exactly represent [0.5, 0.5].
(3) Is it reasonable to run shaders per-sample when interpolation is still
per-fragment?
RESOLVED: Yes. This allows a useful way of interacting with
multi-sample resources so it is included. To avoid confusion between
between per-sample interpolation and per-sample execution, we'll
use the term "executed" instead of "evaluated".
(4) ARB_sample_shaders says that "gl_SampleMask[] must be sized either
implicitly or explicitly in the fragment shader to be the same size
described above." ES doesn't have implicitly sized arrays.
Does this need to be explicitly declared in a shader or should it be
predeclared by the implementation? If predeclared, should it be an
error to redeclare it in the shader?
RESOLVED: In practice, one couldn't detect a difference between an
implicitly sized array and one that is automatically sized correctly
by a builtin declaration. In ES it is considered to be declared
(correctly sized) by the implementation when necessary and thus no
specific statement is required. As with all built-ins it is an
error for a shader to redeclare it.
(5) How does one know the size of the gl_SampleMaskIn/gl_SampleMask
arrays?
RESOLVED: The GL spec states that the size of the arrays is
ceil(<s>/32) where <s> is the maximum number of color samples
in the implementation. <s> is thus the equivalent of MAX_SAMPLES
which is the upper bound on the number of supported sample
of any format. As a convenience we add the built-in shading
language constant gl_MaxSamples to mirror this API
constant in the shading language and the size of the arrays is
defined in terms of this constant.
(6) Should the shading language built-ins have OES suffixes?
RESOLVED: No. Per Bug 11637, the WG made a policy decision
that GLSL ES identifiers imported without semantic change
or subsetting as OES extensions from core GLSL do not carry
suffixes. The #extension mechanism must still be used to
enable the appropriate extension before the functionality can
be used.
Revision History
Rev. Date Author Changes
---- ---------- -------- -----------------------------------------
10 2019-01-10 Jon Leech Clarify the requirements on gl_SampleMaskIn
(internal API issue #45).
9 2014-02-12 dkoch remove GLSL suffixes per Issue 6.
8 2014-01-30 dkoch rename to OES, clean editing notes
7 2013-12-11 dkoch correct names of interacting extensions
6 2013-10-24 dkoch add gl_MaxSampleOES builtin constant and Issue 5
5 2013-10-22 dkoch Clarifications from Ian Romanick
4 2013-10-03 dkoch Added dependency on texture_storage_multisample
3 2013-10-03 dkoch Resolved all issues.
Changed gl_SamplePosition to mediump.
Changed the term "evaluated" to "executed".
Removed language about sizing gl_SampleMask.
2 2013-09-08 dkoch Added interactions for SampleMaskIn, deps.
Misc small editorial updates.
Added issue 4, unresolved issue 3.
1 2013-09-03 gleese Extracted from OES_sample_shading and
OES_shader_multisample_interpolation