ViewportMaskNV(3)

# ViewportMaskNV(3) Manual Page

## Name

ViewportMaskNV - Mask of the viewports used

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## Description

`ViewportMaskNV`

  Decorating a variable with the `ViewportMaskNV` built-in decoration will make that variable contain the viewport mask.

  In a mesh, vertex, tessellation evaluation, or geometry shader, the variable decorated with `ViewportMaskNV` can be written to with the mask of which viewports the primitive produced by that shader will directed.

  The `ViewportMaskNV` variable must be an array that has ⌈(`VkPhysicalDeviceLimits`::`maxViewports` / 32)⌉ elements. When a shader writes to this variable, bit B of element M controls whether a primitive is emitted to viewport 32 × M + B. The viewports indicated by the mask are used to select the viewport transform, scissor rectangle, and exclusive scissor rectangle that a primitive will be transformed by.

  The last active pre-rasterization shader stage (in pipeline order) controls the `ViewportMaskNV` that is used. Outputs in previous shader stages are not used, even if the last stage fails to write the `ViewportMaskNV`. When `ViewportMaskNV` is written by the final pre-rasterization shader stage, any variable decorated with `ViewportIndex` in the fragment shader will have the index of the viewport that was used in generating that fragment.

  If a pre-rasterization shader stage shader entry point’s interface includes a variable decorated with `ViewportMaskNV`, it must write the same value to `ViewportMaskNV` for all output vertices of a given primitive.

Valid Usage

- VUID-ViewportMaskNV-ViewportMaskNV-04409
  The `ViewportMaskNV` decoration must be used only within the `Vertex`, `MeshNV`, `TessellationEvaluation`, or `Geometry` `Execution` `Model`

- VUID-ViewportMaskNV-ViewportMaskNV-04410
  The variable decorated with `ViewportMaskNV` must be declared using the `Output` `Storage` `Class`

- VUID-ViewportMaskNV-ViewportMaskNV-04411
  The variable decorated with `ViewportMaskNV` must be declared as an array of 32-bit integer values

## See Also

No cross-references are available

## Document Notes

For more information, see the Vulkan Specification

This page is extracted from the Vulkan Specification. Fixes and changes should be made to the Specification, not directly.

## Copyright

Copyright 2014-2022 The Khronos Group Inc.

SPDX-License-Identifier: CC-BY-4.0