Author: The Khronos® Vulkan Working Group

# Vulkan® 1.3.253 - A Specification (with all registered extensions)

The Khronos® Vulkan Working Group
version 1.3.253, 2023-06-11 11:28:02Z
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## 29. Fragment Operations

Fragments produced by rasterization go through a number of operations to determine whether or how values produced by fragment shading are written to the framebuffer.

The following fragment operations adhere to rasterization order, and are typically performed in this order:

1. Discard rectangles test

2. Scissor test

3. Exclusive scissor test

4. Sample mask test

5. Certain Fragment shading operations:

   - Sample Mask Accesses

   - Tile Image Reads

   - Depth Replacement

   - Stencil Reference Replacement

   - Interlocked Operations

6. Multisample coverage

7. Depth bounds test

8. Stencil test

9. Depth test

10. Representative fragment test

11. Sample counting

12. Coverage to color

13. Coverage reduction

14. Coverage modulation

The coverage mask generated by rasterization describes the initial coverage of each sample covered by the fragment. Fragment operations will update the coverage mask to add or subtract coverage where appropriate. If a fragment operation results in all bits of the coverage mask being `0`, the fragment is discarded, and no further operations are performed. Fragments can also be programmatically discarded in a fragment shader by executing one of

- `OpTerminateInvocation`

- `OpDemoteToHelperInvocationEXT`

- `OpKill`.

When one of the fragment operations in this chapter is described as “replacing” a fragment shader output, that output is replaced unconditionally, even if no fragment shader previously wrote to that output.

If there is a fragment shader and it declares the `PostDepthCoverage` execution mode, the sample mask test is instead performed after the depth test.

If there is a fragment shader and it declares the `EarlyFragmentTests` execution mode, fragment shading and multisample coverage operations should instead be performed after sample counting, and sample mask test may instead be performed after sample counting.

If there is a fragment shader which declares the `EarlyAndLateFragmentTestsAMD` execution mode, and it does not declare the `DepthReplacing` or `StencilRefReplacingEXT` execution mode, fragment shading and multisample coverage operations are instead be performed after sample counting.

For a pipeline with the following properties:

- a fragment shader is specified

- the fragment shader either specifies `EarlyAndLateFragmentTestsAMD` or does not write to storage resources;

- the fragment shader specifies the `StencilRefReplacingEXT` execution mode;

- either

  - the fragment shader specifies the `StencilRefUnchangedFrontAMD` execution mode;

  - the fragment shader specifies the `StencilRefGreaterFrontAMD` execution mode and the pipeline uses a VkPipelineDepthStencilStateCreateInfo::`front.compareOp` of `VK_COMPARE_OP_GREATER` or `VK_COMPARE_OP_GREATER_OR_EQUAL`; or

  - the fragment shader specifies the `StencilRefLessFrontAMD` execution mode and the pipeline uses a VkPipelineDepthStencilStateCreateInfo::`front.compareOp` of `VK_COMPARE_OP_LESS` or `VK_COMPARE_OP_LESS_OR_EQUAL`; and

- either

  - the fragment shader specifies the `StencilRefUnchangedBackAMD` execution mode;

  - the fragment shader specifies the `StencilRefGreaterBackAMD` execution mode and the pipeline uses a VkPipelineDepthStencilStateCreateInfo::`back.compareOp` of `VK_COMPARE_OP_GREATER` or `VK_COMPARE_OP_GREATER_OR_EQUAL`; or

  - the fragment shader specifies the `StencilRefLessBackAMD` execution mode and the pipeline uses a VkPipelineDepthStencilStateCreateInfo::`back.compareOp` of `VK_COMPARE_OP_LESS` or `VK_COMPARE_OP_LESS_OR_EQUAL`

an additional stencil test may be performed before fragment shading, using the stencil reference value specified by VkPipelineDepthStencilStateCreateInfo::`front.reference` or VkPipelineDepthStencilStateCreateInfo::`back.reference`.

For a pipeline with the following properties:

- a fragment shader is specified

- the fragment shader either specifies `EarlyAndLateFragmentTestsAMD` or does not write to storage resources;

- the fragment shader specifies the `DepthReplacing` execution mode; and

- either

  - the fragment shader specifies the `DepthUnchanged` execution mode;

  - the fragment shader specifies the `DepthGreater` execution mode and the pipeline uses a VkPipelineDepthStencilStateCreateInfo::`depthCompareOp` of `VK_COMPARE_OP_GREATER` or `VK_COMPARE_OP_GREATER_OR_EQUAL`; or

  - the fragment shader specifies the `DepthLess` execution mode and the pipeline uses a VkPipelineDepthStencilStateCreateInfo::`depthCompareOp` of `VK_COMPARE_OP_LESS` or `VK_COMPARE_OP_LESS_OR_EQUAL`

the implementation may perform depth bounds test before fragment shading and perform an additional depth test immediately after that using the interpolated depth value generated by rasterization.

Once all fragment operations have completed, fragment shader outputs for covered color attachment samples pass through framebuffer operations.

### 29.1. Discard Rectangles Test

The discard rectangle test compares the framebuffer coordinates (xf,yf) of each sample covered by a fragment against a set of discard rectangles.

Each discard rectangle is defined by a VkRect2D. These values are either set by the VkPipelineDiscardRectangleStateCreateInfoEXT structure during pipeline creation, or dynamically by the vkCmdSetDiscardRectangleEXT command.

A given sample is considered inside a discard rectangle if the xf is in the range [VkRect2D::`offset.x`, VkRect2D::`offset.x` + VkRect2D::`extent.x`), and yf is in the range [VkRect2D::`offset.y`, VkRect2D::`offset.y` + VkRect2D::`extent.y`). If the test is set to be inclusive, samples that are not inside any of the discard rectangles will have their coverage set to `0`. If the test is set to be exclusive, samples that are inside any of the discard rectangles will have their coverage set to `0`.

If no discard rectangles are specified, the coverage mask is unmodified by this operation.

The `VkPipelineDiscardRectangleStateCreateInfoEXT` structure is defined as:

    // Provided by VK_EXT_discard_rectangles
    typedef struct VkPipelineDiscardRectangleStateCreateInfoEXT {
        VkStructureType                                  sType;
        const void*                                      pNext;
        VkPipelineDiscardRectangleStateCreateFlagsEXT    flags;
        VkDiscardRectangleModeEXT                        discardRectangleMode;
        uint32_t                                         discardRectangleCount;
        const VkRect2D*                                  pDiscardRectangles;
    } VkPipelineDiscardRectangleStateCreateInfoEXT;

- `sType` is the type of this structure.

- `pNext` is `NULL` or a pointer to a structure extending this structure.

- `flags` is reserved for future use.

- `discardRectangleMode` is a VkDiscardRectangleModeEXT value determining whether the discard rectangle test is inclusive or exclusive.

- `discardRectangleCount` is the number of discard rectangles to use.

- `pDiscardRectangles` is a pointer to an array of VkRect2D structures defining discard rectangles.

If the `VK_DYNAMIC_STATE_DISCARD_RECTANGLE_EXT` dynamic state is enabled for a pipeline, the `pDiscardRectangles` member is ignored. If the `VK_DYNAMIC_STATE_DISCARD_RECTANGLE_ENABLE_EXT` dynamic state is not enabled for the pipeline the presence of this structure in the VkGraphicsPipelineCreateInfo chain, and a `discardRectangleCount` greater than zero, implicitly enables discard rectangles in the pipeline, otherwise discard rectangles must enabled or disabled by vkCmdSetDiscardRectangleEnableEXT. If the `VK_DYNAMIC_STATE_DISCARD_RECTANGLE_MODE_EXT` dynamic state is enabled for the pipeline, the `discardRectangleMode` member is ignored, and the discard rectangle mode must be set by vkCmdSetDiscardRectangleModeEXT.

When this structure is included in the `pNext` chain of VkGraphicsPipelineCreateInfo, it defines parameters of the discard rectangle test. If the `VK_DYNAMIC_STATE_DISCARD_RECTANGLE_EXT` dynamic state is not enabled, and this structure is not included in the `pNext` chain, it is equivalent to specifying this structure with a `discardRectangleCount` of `0`.

Valid Usage

- VUID-VkPipelineDiscardRectangleStateCreateInfoEXT-discardRectangleCount-00582
  `discardRectangleCount` must be less than or equal to `VkPhysicalDeviceDiscardRectanglePropertiesEXT`::`maxDiscardRectangles`

Valid Usage (Implicit)

- VUID-VkPipelineDiscardRectangleStateCreateInfoEXT-sType-sType
  `sType` must be `VK_STRUCTURE_TYPE_PIPELINE_DISCARD_RECTANGLE_STATE_CREATE_INFO_EXT`

- VUID-VkPipelineDiscardRectangleStateCreateInfoEXT-flags-zerobitmask
  `flags` must be `0`

- VUID-VkPipelineDiscardRectangleStateCreateInfoEXT-discardRectangleMode-parameter
  `discardRectangleMode` must be a valid VkDiscardRectangleModeEXT value

    // Provided by VK_EXT_discard_rectangles
    typedef VkFlags VkPipelineDiscardRectangleStateCreateFlagsEXT;

`VkPipelineDiscardRectangleStateCreateFlagsEXT` is a bitmask type for setting a mask, but is currently reserved for future use.

`VkDiscardRectangleModeEXT` values are:

    // Provided by VK_EXT_discard_rectangles
    typedef enum VkDiscardRectangleModeEXT {
        VK_DISCARD_RECTANGLE_MODE_INCLUSIVE_EXT = 0,
        VK_DISCARD_RECTANGLE_MODE_EXCLUSIVE_EXT = 1,
    } VkDiscardRectangleModeEXT;

- `VK_DISCARD_RECTANGLE_MODE_INCLUSIVE_EXT` specifies that the discard rectangle test is inclusive.

- `VK_DISCARD_RECTANGLE_MODE_EXCLUSIVE_EXT` specifies that the discard rectangle test is exclusive.

To dynamically set the discard rectangles, call:

    // Provided by VK_EXT_discard_rectangles
    void vkCmdSetDiscardRectangleEXT(
        VkCommandBuffer                             commandBuffer,
        uint32_t                                    firstDiscardRectangle,
        uint32_t                                    discardRectangleCount,
        const VkRect2D*                             pDiscardRectangles);

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

- `firstDiscardRectangle` is the index of the first discard rectangle whose state is updated by the command.

- `discardRectangleCount` is the number of discard rectangles whose state are updated by the command.

- `pDiscardRectangles` is a pointer to an array of VkRect2D structures specifying discard rectangles.

The discard rectangle taken from element i of `pDiscardRectangles` replace the current state for the discard rectangle at index `firstDiscardRectangle` + i, for i in [0, `discardRectangleCount`).

This command sets the discard rectangles for subsequent drawing commands when drawing using shader objects, or when the graphics pipeline is created with `VK_DYNAMIC_STATE_DISCARD_RECTANGLE_EXT` set in VkPipelineDynamicStateCreateInfo::`pDynamicStates`. Otherwise, this state is specified by the VkPipelineDiscardRectangleStateCreateInfoEXT::`pDiscardRectangles` values used to create the currently active pipeline.

Valid Usage

- VUID-vkCmdSetDiscardRectangleEXT-firstDiscardRectangle-00585
  The sum of `firstDiscardRectangle` and `discardRectangleCount` must be less than or equal to VkPhysicalDeviceDiscardRectanglePropertiesEXT::`maxDiscardRectangles`

- VUID-vkCmdSetDiscardRectangleEXT-x-00587
  The `x` and `y` member of `offset` in each VkRect2D element of `pDiscardRectangles` must be greater than or equal to `0`

- VUID-vkCmdSetDiscardRectangleEXT-offset-00588
  Evaluation of (`offset.x` + `extent.width`) in each VkRect2D element of `pDiscardRectangles` must not cause a signed integer addition overflow

- VUID-vkCmdSetDiscardRectangleEXT-offset-00589
  Evaluation of (`offset.y` + `extent.height`) in each VkRect2D element of `pDiscardRectangles` must not cause a signed integer addition overflow

- VUID-vkCmdSetDiscardRectangleEXT-viewportScissor2D-04788
  If this command is recorded in a secondary command buffer with VkCommandBufferInheritanceViewportScissorInfoNV::`viewportScissor2D` enabled, then this function must not be called

Valid Usage (Implicit)

- VUID-vkCmdSetDiscardRectangleEXT-commandBuffer-parameter
  `commandBuffer` must be a valid VkCommandBuffer handle

- VUID-vkCmdSetDiscardRectangleEXT-pDiscardRectangles-parameter
  `pDiscardRectangles` must be a valid pointer to an array of `discardRectangleCount` VkRect2D structures

- VUID-vkCmdSetDiscardRectangleEXT-commandBuffer-recording
  `commandBuffer` must be in the recording state

- VUID-vkCmdSetDiscardRectangleEXT-commandBuffer-cmdpool
  The `VkCommandPool` that `commandBuffer` was allocated from must support graphics operations

- VUID-vkCmdSetDiscardRectangleEXT-videocoding
  This command must only be called outside of a video coding scope

- VUID-vkCmdSetDiscardRectangleEXT-discardRectangleCount-arraylength
  `discardRectangleCount` must be greater than `0`

Host Synchronization

- Host access to `commandBuffer` must be externally synchronized

- Host access to the `VkCommandPool` 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 | Both | Outside | Graphics | State

To dynamically set whether discard rectangles are enabled, call:

    // Provided by VK_EXT_discard_rectangles
    void vkCmdSetDiscardRectangleEnableEXT(
        VkCommandBuffer                             commandBuffer,
        VkBool32                                    discardRectangleEnable);

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

- `discardRectangleEnable` specifies whether discard rectangles are enabled or not.

This command sets the discard rectangle enable for subsequent drawing commands when drawing using shader objects, or when the graphics pipeline is created with `VK_DYNAMIC_STATE_DISCARD_RECTANGLE_ENABLE_EXT` set in VkPipelineDynamicStateCreateInfo::`pDynamicStates`. Otherwise, this state is implied by the VkPipelineDiscardRectangleStateCreateInfoEXT::`discardRectangleCount` value used to create the currently active pipeline, where a non-zero `discardRectangleCount` implicitly enables discard rectangles, otherwise they are disabled.

Valid Usage

- VUID-vkCmdSetDiscardRectangleEnableEXT-specVersion-07851
  The `VK_EXT_discard_rectangles` extension must be enabled, and the implementation must support at least `specVersion` `2` of this extension

Valid Usage (Implicit)

- VUID-vkCmdSetDiscardRectangleEnableEXT-commandBuffer-parameter
  `commandBuffer` must be a valid VkCommandBuffer handle

- VUID-vkCmdSetDiscardRectangleEnableEXT-commandBuffer-recording
  `commandBuffer` must be in the recording state

- VUID-vkCmdSetDiscardRectangleEnableEXT-commandBuffer-cmdpool
  The `VkCommandPool` that `commandBuffer` was allocated from must support graphics operations

- VUID-vkCmdSetDiscardRectangleEnableEXT-videocoding
  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 `VkCommandPool` 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 | Both | Outside | Graphics | State

To dynamically set the discard rectangle mode, call:

    // Provided by VK_EXT_discard_rectangles
    void vkCmdSetDiscardRectangleModeEXT(
        VkCommandBuffer                             commandBuffer,
        VkDiscardRectangleModeEXT                   discardRectangleMode);

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

- `discardRectangleMode` specifies the discard rectangle mode for all discard rectangles, either inclusive or exclusive.

This command sets the discard rectangle mode for subsequent drawing commands when drawing using shader objects, or when the graphics pipeline is created with `VK_DYNAMIC_STATE_DISCARD_RECTANGLE_MODE_EXT` set in VkPipelineDynamicStateCreateInfo::`pDynamicStates`. Otherwise, this state is specified by the VkPipelineDiscardRectangleStateCreateInfoEXT::`discardRectangleMode` value used to create the currently active pipeline.

Valid Usage

- VUID-vkCmdSetDiscardRectangleModeEXT-specVersion-07852
  The `VK_EXT_discard_rectangles` extension must be enabled, and the implementation must support at least `specVersion` `2` of this extension

Valid Usage (Implicit)

- VUID-vkCmdSetDiscardRectangleModeEXT-commandBuffer-parameter
  `commandBuffer` must be a valid VkCommandBuffer handle

- VUID-vkCmdSetDiscardRectangleModeEXT-discardRectangleMode-parameter
  `discardRectangleMode` must be a valid VkDiscardRectangleModeEXT value

- VUID-vkCmdSetDiscardRectangleModeEXT-commandBuffer-recording
  `commandBuffer` must be in the recording state

- VUID-vkCmdSetDiscardRectangleModeEXT-commandBuffer-cmdpool
  The `VkCommandPool` that `commandBuffer` was allocated from must support graphics operations

- VUID-vkCmdSetDiscardRectangleModeEXT-videocoding
  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 `VkCommandPool` 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 | Both | Outside | Graphics | State

### 29.2. Scissor Test

The scissor test compares the framebuffer coordinates (xf,yf) of each sample covered by a fragment against a scissor rectangle at the index equal to the fragment’s `ViewportIndex`.

Each scissor rectangle is defined by a VkRect2D. These values are either set by the VkPipelineViewportStateCreateInfo structure during pipeline creation, or dynamically by the vkCmdSetScissor command.

A given sample is considered inside a scissor rectangle if xf is in the range [VkRect2D::`offset.x`, VkRect2D::`offset.x` + VkRect2D::`extent.x`), and yf is in the range [VkRect2D::`offset.y`, VkRect2D::`offset.y` + VkRect2D::`extent.y`). Samples with coordinates outside the scissor rectangle at the corresponding `ViewportIndex` will have their coverage set to `0`.

If a render pass transform is enabled, the (`offset.x` and `offset.y`) and (`extent.width` and `extent.height`) values are transformed as described in render pass transform before participating in the scissor test.

To dynamically set the scissor rectangles, call:

    // Provided by VK_VERSION_1_0
    void vkCmdSetScissor(
        VkCommandBuffer                             commandBuffer,
        uint32_t                                    firstScissor,
        uint32_t                                    scissorCount,
        const VkRect2D*                             pScissors);

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

- `firstScissor` is the index of the first scissor whose state is updated by the command.

- `scissorCount` is the number of scissors whose rectangles are updated by the command.

- `pScissors` is a pointer to an array of VkRect2D structures defining scissor rectangles.

The scissor rectangles taken from element i of `pScissors` replace the current state for the scissor index `firstScissor` + i, for i in [0, `scissorCount`).

This command sets the scissor rectangles for subsequent drawing commands when drawing using shader objects, or when the graphics pipeline is created with `VK_DYNAMIC_STATE_SCISSOR` set in VkPipelineDynamicStateCreateInfo::`pDynamicStates`. Otherwise, this state is specified by the VkPipelineViewportStateCreateInfo::`pScissors` values used to create the currently active pipeline.

Valid Usage

- VUID-vkCmdSetScissor-firstScissor-00592
  The sum of `firstScissor` and `scissorCount` must be between `1` and `VkPhysicalDeviceLimits`::`maxViewports`, inclusive

- VUID-vkCmdSetScissor-firstScissor-00593
  If the `multiViewport` feature is not enabled, `firstScissor` must be `0`

- VUID-vkCmdSetScissor-scissorCount-00594
  If the `multiViewport` feature is not enabled, `scissorCount` must be `1`

- VUID-vkCmdSetScissor-x-00595
  The `x` and `y` members of `offset` member of any element of `pScissors` must be greater than or equal to `0`

- VUID-vkCmdSetScissor-offset-00596
  Evaluation of (`offset.x` + `extent.width`) must not cause a signed integer addition overflow for any element of `pScissors`

- VUID-vkCmdSetScissor-offset-00597
  Evaluation of (`offset.y` + `extent.height`) must not cause a signed integer addition overflow for any element of `pScissors`

- VUID-vkCmdSetScissor-viewportScissor2D-04789
  If this command is recorded in a secondary command buffer with VkCommandBufferInheritanceViewportScissorInfoNV::`viewportScissor2D` enabled, then this function must not be called

Valid Usage (Implicit)

- VUID-vkCmdSetScissor-commandBuffer-parameter
  `commandBuffer` must be a valid VkCommandBuffer handle

- VUID-vkCmdSetScissor-pScissors-parameter
  `pScissors` must be a valid pointer to an array of `scissorCount` VkRect2D structures

- VUID-vkCmdSetScissor-commandBuffer-recording
  `commandBuffer` must be in the recording state

- VUID-vkCmdSetScissor-commandBuffer-cmdpool
  The `VkCommandPool` that `commandBuffer` was allocated from must support graphics operations

- VUID-vkCmdSetScissor-videocoding
  This command must only be called outside of a video coding scope

- VUID-vkCmdSetScissor-scissorCount-arraylength
  `scissorCount` must be greater than `0`

Host Synchronization

- Host access to `commandBuffer` must be externally synchronized

- Host access to the `VkCommandPool` 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 | Both | Outside | Graphics | State

### 29.3. Exclusive Scissor Test

The exclusive scissor test compares the framebuffer coordinates (xf,yf) of each sample covered by a fragment against an exclusive scissor rectangle at the index equal to the fragment’s `ViewportIndex`.

Each exclusive scissor rectangle is defined by a VkRect2D. These values are either set by the VkPipelineViewportExclusiveScissorStateCreateInfoNV structure during pipeline creation, or dynamically by the vkCmdSetExclusiveScissorNV command.

A given sample is considered inside an exclusive scissor rectangle if xf is in the range [VkRect2D::`offset.x`, VkRect2D::`offset.x` + VkRect2D::`extent.x`), and yf is in the range [VkRect2D::`offset.y`, VkRect2D::`offset.y` + VkRect2D::`extent.y`). Samples with coordinates inside the exclusive scissor rectangle at the corresponding `ViewportIndex` will have their coverage set to `0`.

If no exclusive scissor rectangles are specified, the coverage mask is unmodified by this operation.

The `VkPipelineViewportExclusiveScissorStateCreateInfoNV` structure is defined as:

    // Provided by VK_NV_scissor_exclusive
    typedef struct VkPipelineViewportExclusiveScissorStateCreateInfoNV {
        VkStructureType    sType;
        const void*        pNext;
        uint32_t           exclusiveScissorCount;
        const VkRect2D*    pExclusiveScissors;
    } VkPipelineViewportExclusiveScissorStateCreateInfoNV;

- `sType` is the type of this structure.

- `pNext` is `NULL` or a pointer to a structure extending this structure.

- `exclusiveScissorCount` is the number of exclusive scissor rectangles.

- `pExclusiveScissors` is a pointer to an array of VkRect2D structures defining exclusive scissor rectangles.

If the `VK_DYNAMIC_STATE_EXCLUSIVE_SCISSOR_NV` dynamic state is enabled for a pipeline, the `pExclusiveScissors` member is ignored.

When this structure is included in the `pNext` chain of VkGraphicsPipelineCreateInfo, it defines parameters of the exclusive scissor test. If this structure is not included in the `pNext` chain, it is equivalent to specifying this structure with a `exclusiveScissorCount` of `0`.

Valid Usage

- VUID-VkPipelineViewportExclusiveScissorStateCreateInfoNV-exclusiveScissorCount-02027
  If the `multiViewport` feature is not enabled, `exclusiveScissorCount` must be `0` or `1`

- VUID-VkPipelineViewportExclusiveScissorStateCreateInfoNV-exclusiveScissorCount-02028
  `exclusiveScissorCount` must be less than or equal to `VkPhysicalDeviceLimits`::`maxViewports`

- VUID-VkPipelineViewportExclusiveScissorStateCreateInfoNV-exclusiveScissorCount-02029
  `exclusiveScissorCount` must be `0` or greater than or equal to the `viewportCount` member of VkPipelineViewportStateCreateInfo

Valid Usage (Implicit)

- VUID-VkPipelineViewportExclusiveScissorStateCreateInfoNV-sType-sType
  `sType` must be `VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_EXCLUSIVE_SCISSOR_STATE_CREATE_INFO_NV`

To dynamically set the exclusive scissor rectangles, call:

    // Provided by VK_NV_scissor_exclusive
    void vkCmdSetExclusiveScissorNV(
        VkCommandBuffer                             commandBuffer,
        uint32_t                                    firstExclusiveScissor,
        uint32_t                                    exclusiveScissorCount,
        const VkRect2D*                             pExclusiveScissors);

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

- `firstExclusiveScissor` is the index of the first exclusive scissor rectangle whose state is updated by the command.

- `exclusiveScissorCount` is the number of exclusive scissor rectangles updated by the command.

- `pExclusiveScissors` is a pointer to an array of VkRect2D structures defining exclusive scissor rectangles.

The scissor rectangles taken from element i of `pExclusiveScissors` replace the current state for the scissor index `firstExclusiveScissor` + i, for i in [0, `exclusiveScissorCount`).

This command sets the exclusive scissor rectangles for subsequent drawing commands when drawing using shader objects, or when the graphics pipeline is created with `VK_DYNAMIC_STATE_EXCLUSIVE_SCISSOR_NV` set in VkPipelineDynamicStateCreateInfo::`pDynamicStates`. Otherwise, this state is specified by the VkPipelineViewportExclusiveScissorStateCreateInfoNV::`pExclusiveScissors` values used to create the currently active pipeline.

Valid Usage

- VUID-vkCmdSetExclusiveScissorNV-None-02031
  The `exclusiveScissor` feature must be enabled

- VUID-vkCmdSetExclusiveScissorNV-firstExclusiveScissor-02034
  The sum of `firstExclusiveScissor` and `exclusiveScissorCount` must be between `1` and `VkPhysicalDeviceLimits`::`maxViewports`, inclusive

- VUID-vkCmdSetExclusiveScissorNV-firstExclusiveScissor-02035
  If the `multiViewport` feature is not enabled, `firstExclusiveScissor` must be `0`

- VUID-vkCmdSetExclusiveScissorNV-exclusiveScissorCount-02036
  If the `multiViewport` feature is not enabled, `exclusiveScissorCount` must be `1`

- VUID-vkCmdSetExclusiveScissorNV-x-02037
  The `x` and `y` members of `offset` in each member of `pExclusiveScissors` must be greater than or equal to `0`

- VUID-vkCmdSetExclusiveScissorNV-offset-02038
  Evaluation of (`offset.x` + `extent.width`) for each member of `pExclusiveScissors` must not cause a signed integer addition overflow

- VUID-vkCmdSetExclusiveScissorNV-offset-02039
  Evaluation of (`offset.y` + `extent.height`) for each member of `pExclusiveScissors` must not cause a signed integer addition overflow

Valid Usage (Implicit)

- VUID-vkCmdSetExclusiveScissorNV-commandBuffer-parameter
  `commandBuffer` must be a valid VkCommandBuffer handle

- VUID-vkCmdSetExclusiveScissorNV-pExclusiveScissors-parameter
  `pExclusiveScissors` must be a valid pointer to an array of `exclusiveScissorCount` VkRect2D structures

- VUID-vkCmdSetExclusiveScissorNV-commandBuffer-recording
  `commandBuffer` must be in the recording state

- VUID-vkCmdSetExclusiveScissorNV-commandBuffer-cmdpool
  The `VkCommandPool` that `commandBuffer` was allocated from must support graphics operations

- VUID-vkCmdSetExclusiveScissorNV-videocoding
  This command must only be called outside of a video coding scope

- VUID-vkCmdSetExclusiveScissorNV-exclusiveScissorCount-arraylength
  `exclusiveScissorCount` must be greater than `0`

Host Synchronization

- Host access to `commandBuffer` must be externally synchronized

- Host access to the `VkCommandPool` 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 | Both | Outside | Graphics | State

To dynamically set whether an exclusive scissor is enabled or not, call:

    // Provided by VK_NV_scissor_exclusive
    void vkCmdSetExclusiveScissorEnableNV(
        VkCommandBuffer                             commandBuffer,
        uint32_t                                    firstExclusiveScissor,
        uint32_t                                    exclusiveScissorCount,
        const VkBool32*                             pExclusiveScissorEnables);

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

- `firstExclusiveScissor` is the index of the first exclusive scissor rectangle whose state is updated by the command.

- `exclusiveScissorCount` is the number of exclusive scissor rectangles updated by the command.

- `pExclusiveScissorEnables` is a pointer to an array of VkBool32 values defining whether the exclusive scissor is enabled.

The exclusive scissor enables taken from element i of `pExclusiveScissorEnables` replace the current state for the scissor index `firstExclusiveScissor` + i, for i in [0, `exclusiveScissorCount`).

This command sets the exclusive scissor enable for subsequent drawing commands when drawing using shader objects, or when the graphics pipeline is created with `VK_DYNAMIC_STATE_EXCLUSIVE_SCISSOR_ENABLE_NV` set in VkPipelineDynamicStateCreateInfo::`pDynamicStates`. Otherwise, this state is implied by the VkPipelineViewportExclusiveScissorStateCreateInfoNV::`exclusiveScissorCount` value used to create the currently active pipeline, where all `exclusiveScissorCount` exclusive scissors are implicitly enabled and the remainder up to `VkPhysicalDeviceLimits`::`maxViewports` are implicitly disabled.

Valid Usage

- VUID-vkCmdSetExclusiveScissorEnableNV-exclusiveScissor-07853
  The `exclusiveScissor` feature must be enabled, and the implementation must support at least `specVersion` `2` of the `VK_NV_scissor_exclusive` extension

Valid Usage (Implicit)

- VUID-vkCmdSetExclusiveScissorEnableNV-commandBuffer-parameter
  `commandBuffer` must be a valid VkCommandBuffer handle

- VUID-vkCmdSetExclusiveScissorEnableNV-pExclusiveScissorEnables-parameter
  `pExclusiveScissorEnables` must be a valid pointer to an array of `exclusiveScissorCount` VkBool32 values

- VUID-vkCmdSetExclusiveScissorEnableNV-commandBuffer-recording
  `commandBuffer` must be in the recording state

- VUID-vkCmdSetExclusiveScissorEnableNV-commandBuffer-cmdpool
  The `VkCommandPool` that `commandBuffer` was allocated from must support graphics operations

- VUID-vkCmdSetExclusiveScissorEnableNV-videocoding
  This command must only be called outside of a video coding scope

- VUID-vkCmdSetExclusiveScissorEnableNV-exclusiveScissorCount-arraylength
  `exclusiveScissorCount` must be greater than `0`

Host Synchronization

- Host access to `commandBuffer` must be externally synchronized

- Host access to the `VkCommandPool` 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 | Both | Outside | Graphics | State

### 29.4. Sample Mask Test

The sample mask test compares the coverage mask for a fragment with the sample mask defined by VkPipelineMultisampleStateCreateInfo::`pSampleMask`.

To dynamically set the sample mask, call:

    // Provided by VK_EXT_extended_dynamic_state3, VK_EXT_shader_object
    void vkCmdSetSampleMaskEXT(
        VkCommandBuffer                             commandBuffer,
        VkSampleCountFlagBits                       samples,
        const VkSampleMask*                         pSampleMask);

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

- `samples` specifies the number of sample bits in the `pSampleMask`.

- `pSampleMask` is a pointer to an array of VkSampleMask values, where the array size is based on the `samples` parameter.

This command sets the sample mask for subsequent drawing commands when drawing using shader objects, or when the graphics pipeline is created with `VK_DYNAMIC_STATE_SAMPLE_MASK_EXT` set in VkPipelineDynamicStateCreateInfo::`pDynamicStates`. Otherwise, this state is specified by the VkPipelineMultisampleStateCreateInfo::`pSampleMask` value used to create the currently active pipeline.

Valid Usage

- VUID-vkCmdSetSampleMaskEXT-None-08504
  Either the `extendedDynamicState3SampleMask` feature or the `shaderObject` feature or both must be enabled

Valid Usage (Implicit)

- VUID-vkCmdSetSampleMaskEXT-commandBuffer-parameter
  `commandBuffer` must be a valid VkCommandBuffer handle

- VUID-vkCmdSetSampleMaskEXT-samples-parameter
  `samples` must be a valid VkSampleCountFlagBits value

- VUID-vkCmdSetSampleMaskEXT-pSampleMask-parameter
  `pSampleMask` must be a valid pointer to an array of ⌈32 samples​⌉ VkSampleMask values

- VUID-vkCmdSetSampleMaskEXT-commandBuffer-recording
  `commandBuffer` must be in the recording state

- VUID-vkCmdSetSampleMaskEXT-commandBuffer-cmdpool
  The `VkCommandPool` that `commandBuffer` was allocated from must support graphics operations

- VUID-vkCmdSetSampleMaskEXT-videocoding
  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 `VkCommandPool` 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 | Both | Outside | Graphics | State

Each bit of the coverage mask is associated with a sample index as described in the rasterization chapter. If the bit in VkPipelineMultisampleStateCreateInfo::`pSampleMask` which is associated with that same sample index is set to `0`, the coverage mask bit is set to `0`.

### 29.5. Fragment Shading

Fragment shaders are invoked for each fragment, or as helper invocations.

Most operations in the fragment shader are not performed in rasterization order, with exceptions called out in the following sections.

For fragment shaders invoked by fragments, the following rules apply:

- A fragment shader must not be executed if a fragment operation that executes before fragment shading discards the fragment.

- A fragment shader may not be executed if:

  - An implementation determines that another fragment shader, invoked by a subsequent primitive in primitive order, overwrites all results computed by the shader (including writes to storage resources).

  - Any other fragment operation discards the fragment, and the shader does not write to any storage resources.

- Otherwise, at least one fragment shader must be executed.

  - If sample shading is enabled and multiple invocations per fragment are required, additional invocations must be executed as specified.

  - If a shading rate image is used and multiple invocations per fragment are required, additional invocations must be executed as specified.

  - Each covered sample must be included in at least one fragment shader invocation.

If no fragment shader is included in the pipeline, no fragment shader is executed, and undefined values may be written to all color attachment outputs during this fragment operation.

| Note Multiple fragment shader invocations may be executed for the same fragment for any number of implementation-dependent reasons. When there is more than one fragment shader invocation per fragment, the association of samples to invocations is implementation-dependent. Stores and atomics performed by these additional invocations have the normal effect. For example, if the subpass includes multiple views in its view mask, a fragment shader may be invoked separately for each view. Similarly, if the render pass has a fragment density map attachment, more than one fragment shader invocation may be invoked for each covered sample. Such additional invocations are only produced if `VkPhysicalDeviceFragmentDensityMapPropertiesEXT`::`fragmentDensityInvocations` is `VK_TRUE`. Implementations may generate these additional fragment shader invocations in order to make transitions between fragment areas with different fragment densities more smooth.

#### 29.5.1. Sample Mask

Reading from the `SampleMask` built-in in the `Input` storage class will return the coverage mask for the current fragment as calculated by fragment operations that executed prior to fragment shading.

If sample shading is enabled, fragment shaders will only see values of `1` for samples being shaded - other bits will be `0`.

Each bit of the coverage mask is associated with a sample index as described in the rasterization chapter. If the bit in `SampleMask` which is associated with that same sample index is set to `0`, that coverage mask bit is set to `0`.

Values written to the `SampleMask` built-in in the `Output` storage class will be used by the multisample coverage operation, with the same encoding as the input built-in.

#### 29.5.2. Fragment Shader Tile Image Reads

If the `VK_EXT_shader_tile_image` extension is enabled, implementations divide the framebuffer into a grid of tiles. A tile image is a view of a framebuffer attachment tile for fragments with locations within the tile.

Within a render pass instance initiated by vkCmdBeginRenderingKHR, fragment shader invocations can read the framebuffer color, depth, and stencil values at the fragment location via tile images.

| Note Even though fragment shader invocation can only read from the corresponding fragment location, the abstraction of a tile image is introduced for the following reasons: Tile dimensions will be exposed in a future extension Future functionality such as executing compute dispatches within render passes via tile shaders can leverage tile images.

Enabling shaderTileImageColorReadAccess, shaderTileImageDepthReadAccess, shaderTileImageStencilReadAccess enables fragment shader invocations to read from color, depth, and stencil, respectively.

Color values are read from tile image variables with `OpColorAttachmentReadEXT`. Tile image variables are linked to specific color attachments using `Location` decoration. See Fragment Tile Image Interface for more details.

Depth values are read with `OpDepthAttachmentReadEXT`.

Stencil values are read with `OpStencilAttachmentReadEXT`.

The sample to read is specified by a sample index value specified as the `Sample` operand to `OpColorAttachmentReadEXT`, `OpDepthAttachmentReadEXT`, or `OpStencilAttachmentReadEXT`.

If sample shading is disabled, a fragment invocation can read from all sample locations associated with the fragment regardless of the fragment’s coverage. This functionality is supported for VkPipelineMultisampleStateCreateInfo::`rasterizationSamples` > 1 when VkPhysicalDeviceShaderTileImagePropertiesEXT::`shaderTileImageReadSampleFromPixelRateInvocation` is `VK_TRUE`.

If sample shading is enabled, and `minSampleShading` is 1.0, a fragment invocation must only read from the coverage index sample. Tile image access must not be used if the value of `minSampleShading` is not 1.0.

If the fragment shader declares the `EarlyFragmentTests` execution mode, depth reads are allowed only if depth writes are disabled and stencil reads are allowed only if stencil writes are disabled.

If VkPhysicalDeviceShaderTileImagePropertiesEXT::`shaderTileImageReadFromHelperInvocation` is `VK_FALSE`, values read from helper invocations are undefined otherwise the values read are subject to the coherency guarantees described below.

`OpDepthAttachmentReadEXT` returns an undefined value if no depth attachment is present. `OpStencilAttachmentReadEXT` returns an undefined value if no stencil attachment is present.

Tile image reads from color, depth and stencil attachments are said to be coherent when the accesses happen in raster order and without data race with respect to accesses to the attachments from framebuffer-space pipeline stages. The samples which qualify for coherent access and the enabling conditions are described below.

- Let Rc be the set of components being read from an attachment A in a draw call

- Let Wc be the set of components being written to A by the draw call

The samples which qualify for coherent tile image reads from an attachment A are:

- All samples in a pixel when Rc is disjoint with Wc.

- The samples with coverage in a fragment when Rc is not disjoint with Wc. The samples with coverage are determined by the coverage mask for the fragment as calculated by fragment operations that executed prior to fragment shading, including early fragment tests if enabled for the draw call.

A fragment shader can declare `NonCoherentColorAttachmentReadEXT`, `NonCoherentDepthAttachmentReadEXT`, or `NonCoherentStencilAttachmentReadEXT` execution modes to enable non-coherent tile image reads which requires explicit tile image synchronization for the writes to an attachment to be made visible via tile image reads.

When VkPhysicalDeviceShaderTileImagePropertiesEXT::`shaderTileImageCoherentReadAccelerated` is `VK_TRUE`, the implementation prefers that coherent tile image reads are used, otherwise the implementation prefers that non-coherent tile image reads are used.

| Note In practice, the most common tile image reads usage patterns fall under one of the following: Programmable blending - each fragment reads from a single sample (SampleID) at its location. Per-sample shading is typically enabled when multisampled rendertargets are used. G-buffer generation and shading in one renderpass - in the shading phase a fragment reads from a single sample at its location. Programmable resolve - a fragment reads from all samples at its location (per-sample shading is disabled). This requires the use of a "full-screen triangle" instead of a rectangle composed of two triangles in order to avoid data races along the shared edge of the triangles. 1:1 texturing with LOD - in use cases such a deferred screen space decals a fragment reads a single sample (SampleID) from depth buffer, but requires being able to read from helper threads to derive the texture LOD. This use case is supported as long as the attachment components being read are not overwritten by color, depth, or stencil attachment writes. All of the above use cases are supported by coherent tile image reads, but only the latter three are supported when non-coherent reads are used as there is no mechanism to synchronize non-coherent reads with writes within a draw call.

#### 29.5.3. Depth Replacement

Writing to the `FragDepth` built-in will replace the fragment’s calculated depth values for each sample in the input `SampleMask`. Depth testing performed after the fragment shader for this fragment will use this new value as zf.

#### 29.5.4. Stencil Reference Replacement

Writing to the `FragStencilRefEXT` built-in will replace the fragment’s stencil reference value for each sample in the input `SampleMask`. Stencil testing performed after the fragment shader for this fragment will use this new value as sr.

#### 29.5.5. Interlocked Operations

`OpBeginInvocationInterlockEXT` and `OpEndInvocationInterlockEXT` define a section of a fragment shader which imposes additional ordering constraints on operations performed within them. These operations are defined as interlocked operations. How interlocked operations are ordered against other fragment shader invocations depends on the specified execution modes.

If the `ShadingRateInterlockOrderedEXT` execution mode is specified, any interlocked operations in a fragment shader must happen before interlocked operations in fragment shader invocations that execute later in rasterization order and cover at least one sample in the same fragment area, and must happen after interlocked operations in a fragment shader that executes earlier in rasterization order and cover at least one sample in the same fragment area.

If the `ShadingRateInterlockUnorderedEXT` execution mode is specified, any interlocked operations in a fragment shader must happen before or after interlocked operations in fragment shader invocations that execute earlier or later in rasterization order and cover at least one sample in the same fragment area.

If the `PixelInterlockOrderedEXT` execution mode is specified, any interlocked operations in a fragment shader must happen before interlocked operations in fragment shader invocations that execute later in rasterization order and cover at least one sample in the same pixel, and must happen after interlocked operations in a fragment shader that executes earlier in rasterization order and cover at least one sample in the same pixel.

If the `PixelInterlockUnorderedEXT` execution mode is specified, any interlocked operations in a fragment shader must happen before or after interlocked operations in fragment shader invocations that execute earlier or later in rasterization order and cover at least one sample in the same pixel.

If the `SampleInterlockOrderedEXT` execution mode is specified, any interlocked operations in a fragment shader must happen before interlocked operations in fragment shader invocations that execute later in rasterization order and cover at least one of the same samples, and must happen after interlocked operations in a fragment shader that executes earlier in rasterization order and cover at least one of the same samples.

If the `SampleInterlockUnorderedEXT` execution mode is specified, any interlocked operations in a fragment shader must happen before or after interlocked operations in fragment shader invocations that execute earlier or later in rasterization order and cover at least one of the same samples.

### 29.6. Multisample Coverage

If a fragment shader is active and its entry point’s interface includes a built-in output variable decorated with `SampleMask`, but not `OverrideCoverageNV`, the coverage mask is `ANDed` with the bits of the `SampleMask` built-in to generate a new coverage mask. If the `SampleMask` built-in is also decorated with `OverrideCoverageNV`, the coverage mask is replaced with the mask bits set in the shader. If sample shading is enabled, bits written to `SampleMask` corresponding to samples that are not being shaded by the fragment shader invocation are ignored. If no fragment shader is active, or if the active fragment shader does not include `SampleMask` in its interface, the coverage mask is not modified.

Next, the fragment alpha value and coverage mask are modified based on the line coverage factor if the `lineRasterizationMode` member of the VkPipelineRasterizationStateCreateInfo structure is `VK_LINE_RASTERIZATION_MODE_RECTANGULAR_SMOOTH_EXT`, and the `alphaToCoverageEnable` and `alphaToOneEnable` members of the VkPipelineMultisampleStateCreateInfo structure.

To dynamically set the `alphaToCoverageEnable` state, call:

    // Provided by VK_EXT_extended_dynamic_state3, VK_EXT_shader_object
    void vkCmdSetAlphaToCoverageEnableEXT(
        VkCommandBuffer                             commandBuffer,
        VkBool32                                    alphaToCoverageEnable);

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

- `alphaToCoverageEnable` specifies the `alphaToCoverageEnable` state.

This command sets the `alphaToCoverageEnable` state for subsequent drawing commands when drawing using shader objects, or when the graphics pipeline is created with `VK_DYNAMIC_STATE_ALPHA_TO_COVERAGE_ENABLE_EXT` set in VkPipelineDynamicStateCreateInfo::`pDynamicStates`. Otherwise, this state is specified by the VkPipelineMultisampleStateCreateInfo::`alphaToCoverageEnable` value used to create the currently active pipeline.

Valid Usage

- VUID-vkCmdSetAlphaToCoverageEnableEXT-None-08506
  Either the `extendedDynamicState3AlphaToCoverageEnable` feature or the `shaderObject` feature or both must be enabled

Valid Usage (Implicit)

- VUID-vkCmdSetAlphaToCoverageEnableEXT-commandBuffer-parameter
  `commandBuffer` must be a valid VkCommandBuffer handle

- VUID-vkCmdSetAlphaToCoverageEnableEXT-commandBuffer-recording
  `commandBuffer` must be in the recording state

- VUID-vkCmdSetAlphaToCoverageEnableEXT-commandBuffer-cmdpool
  The `VkCommandPool` that `commandBuffer` was allocated from must support graphics operations

- VUID-vkCmdSetAlphaToCoverageEnableEXT-videocoding
  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 `VkCommandPool` 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 | Both | Outside | Graphics | State

To dynamically set the `alphaToOneEnable` state, call:

    // Provided by VK_EXT_extended_dynamic_state3, VK_EXT_shader_object
    void vkCmdSetAlphaToOneEnableEXT(
        VkCommandBuffer                             commandBuffer,
        VkBool32                                    alphaToOneEnable);

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

- `alphaToOneEnable` specifies the `alphaToOneEnable` state.

This command sets the `alphaToOneEnable` state for subsequent drawing commands when drawing using shader objects, or when the graphics pipeline is created with `VK_DYNAMIC_STATE_ALPHA_TO_ONE_ENABLE_EXT` set in VkPipelineDynamicStateCreateInfo::`pDynamicStates`. Otherwise, this state is specified by the VkPipelineMultisampleStateCreateInfo::`alphaToOneEnable` value used to create the currently active pipeline.

Valid Usage

- VUID-vkCmdSetAlphaToOneEnableEXT-None-08508
  Either the `extendedDynamicState3AlphaToOneEnable` feature or the `shaderObject` feature or both must be enabled

- VUID-vkCmdSetAlphaToOneEnableEXT-alphaToOne-07607
  If the `alphaToOne` feature is not enabled, `alphaToOneEnable` must be `VK_FALSE`

Valid Usage (Implicit)

- VUID-vkCmdSetAlphaToOneEnableEXT-commandBuffer-parameter
  `commandBuffer` must be a valid VkCommandBuffer handle

- VUID-vkCmdSetAlphaToOneEnableEXT-commandBuffer-recording
  `commandBuffer` must be in the recording state

- VUID-vkCmdSetAlphaToOneEnableEXT-commandBuffer-cmdpool
  The `VkCommandPool` that `commandBuffer` was allocated from must support graphics operations

- VUID-vkCmdSetAlphaToOneEnableEXT-videocoding
  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 `VkCommandPool` 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 | Both | Outside | Graphics | State

All alpha values in this section refer only to the alpha component of the fragment shader output that has a `Location` and `Index` decoration of zero (see the Fragment Output Interface section). If that shader output has an integer or unsigned integer type, then these operations are skipped.

If the `lineRasterizationMode` member of the VkPipelineRasterizationStateCreateInfo structure is `VK_LINE_RASTERIZATION_MODE_RECTANGULAR_SMOOTH_EXT` and the fragment came from a line segment, then the alpha value is replaced by multiplying it by the coverage factor for the fragment computed during smooth line rasterization.

If `alphaToCoverageEnable` is enabled, a temporary coverage mask is generated where each bit is determined by the fragment’s alpha value, which is ANDed with the fragment coverage mask.

No specific algorithm is specified for converting the alpha value to a temporary coverage mask. It is intended that the number of 1’s in this value be proportional to the alpha value (clamped to [0,1]), with all 1’s corresponding to a value of 1.0 and all 0’s corresponding to 0.0. The algorithm may be different at different framebuffer coordinates.

| Note Using different algorithms at different framebuffer coordinates may help to avoid artifacts caused by regular coverage sample locations.

Finally, if `alphaToOneEnable` is enabled, each alpha value is replaced by the maximum representable alpha value for fixed-point color attachments, or by 1.0 for floating-point attachments. Otherwise, the alpha values are not changed.

### 29.7. Depth and Stencil Operations

Pipeline state controlling the depth bounds tests, stencil test, and depth test is specified through the members of the `VkPipelineDepthStencilStateCreateInfo` structure.

The `VkPipelineDepthStencilStateCreateInfo` structure is defined as:

    // Provided by VK_VERSION_1_0
    typedef struct VkPipelineDepthStencilStateCreateInfo {
        VkStructureType                           sType;
        const void*                               pNext;
        VkPipelineDepthStencilStateCreateFlags    flags;
        VkBool32                                  depthTestEnable;
        VkBool32                                  depthWriteEnable;
        VkCompareOp                               depthCompareOp;
        VkBool32                                  depthBoundsTestEnable;
        VkBool32                                  stencilTestEnable;
        VkStencilOpState                          front;
        VkStencilOpState                          back;
        float                                     minDepthBounds;
        float                                     maxDepthBounds;
    } VkPipelineDepthStencilStateCreateInfo;

- `sType` is the type of this structure.

- `pNext` is `NULL` or a pointer to a structure extending this structure.

- `flags` is a bitmask of VkPipelineDepthStencilStateCreateFlagBits specifying additional depth/stencil state information.

- `depthTestEnable` controls whether depth testing is enabled.

- `depthWriteEnable` controls whether depth writes are enabled when `depthTestEnable` is `VK_TRUE`. Depth writes are always disabled when `depthTestEnable` is `VK_FALSE`.

- `depthCompareOp` is a VkCompareOp value specifying the comparison operator to use in the Depth Comparison step of the depth test.

- `depthBoundsTestEnable` controls whether depth bounds testing is enabled.

- `stencilTestEnable` controls whether stencil testing is enabled.

- `front` and `back` are VkStencilOpState values controlling the corresponding parameters of the stencil test.

- `minDepthBounds` is the minimum depth bound used in the depth bounds test.

- `maxDepthBounds` is the maximum depth bound used in the depth bounds test.

Valid Usage

- VUID-VkPipelineDepthStencilStateCreateInfo-depthBoundsTestEnable-00598
  If the `depthBounds` feature is not enabled, `depthBoundsTestEnable` must be `VK_FALSE`

- VUID-VkPipelineDepthStencilStateCreateInfo-separateStencilMaskRef-04453
  If the `VK_KHR_portability_subset` extension is enabled, and VkPhysicalDevicePortabilitySubsetFeaturesKHR::`separateStencilMaskRef` is `VK_FALSE`, and the value of VkPipelineDepthStencilStateCreateInfo::`stencilTestEnable` is `VK_TRUE`, and the value of VkPipelineRasterizationStateCreateInfo::`cullMode` is `VK_CULL_MODE_NONE`, the value of `reference` in each of the VkStencilOpState structs in `front` and `back` must be the same

- VUID-VkPipelineDepthStencilStateCreateInfo-rasterizationOrderDepthAttachmentAccess-06463
  If the `rasterizationOrderDepthAttachmentAccess` feature is not enabled, `flags` must not include `VK_PIPELINE_DEPTH_STENCIL_STATE_CREATE_RASTERIZATION_ORDER_ATTACHMENT_DEPTH_ACCESS_BIT_EXT`

- VUID-VkPipelineDepthStencilStateCreateInfo-rasterizationOrderStencilAttachmentAccess-06464
  If the `rasterizationOrderStencilAttachmentAccess` feature is not enabled, `flags` must not include `VK_PIPELINE_DEPTH_STENCIL_STATE_CREATE_RASTERIZATION_ORDER_ATTACHMENT_STENCIL_ACCESS_BIT_EXT`

Valid Usage (Implicit)

- VUID-VkPipelineDepthStencilStateCreateInfo-sType-sType
  `sType` must be `VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO`

- VUID-VkPipelineDepthStencilStateCreateInfo-pNext-pNext
  `pNext` must be `NULL`

- VUID-VkPipelineDepthStencilStateCreateInfo-flags-parameter
  `flags` must be a valid combination of VkPipelineDepthStencilStateCreateFlagBits values

- VUID-VkPipelineDepthStencilStateCreateInfo-depthCompareOp-parameter
  `depthCompareOp` must be a valid VkCompareOp value

- VUID-VkPipelineDepthStencilStateCreateInfo-front-parameter
  `front` must be a valid VkStencilOpState structure

- VUID-VkPipelineDepthStencilStateCreateInfo-back-parameter
  `back` must be a valid VkStencilOpState structure

    // Provided by VK_VERSION_1_0
    typedef VkFlags VkPipelineDepthStencilStateCreateFlags;

`VkPipelineDepthStencilStateCreateFlags` is a bitmask type for setting a mask of zero or more VkPipelineDepthStencilStateCreateFlagBits.

Bits which can be set in the VkPipelineDepthStencilStateCreateInfo::`flags` parameter are:

    // Provided by VK_EXT_rasterization_order_attachment_access
    typedef enum VkPipelineDepthStencilStateCreateFlagBits {
      // Provided by VK_EXT_rasterization_order_attachment_access
        VK_PIPELINE_DEPTH_STENCIL_STATE_CREATE_RASTERIZATION_ORDER_ATTACHMENT_DEPTH_ACCESS_BIT_EXT = 0x00000001,
      // Provided by VK_EXT_rasterization_order_attachment_access
        VK_PIPELINE_DEPTH_STENCIL_STATE_CREATE_RASTERIZATION_ORDER_ATTACHMENT_STENCIL_ACCESS_BIT_EXT = 0x00000002,
      // Provided by VK_ARM_rasterization_order_attachment_access
        VK_PIPELINE_DEPTH_STENCIL_STATE_CREATE_RASTERIZATION_ORDER_ATTACHMENT_DEPTH_ACCESS_BIT_ARM = VK_PIPELINE_DEPTH_STENCIL_STATE_CREATE_RASTERIZATION_ORDER_ATTACHMENT_DEPTH_ACCESS_BIT_EXT,
      // Provided by VK_ARM_rasterization_order_attachment_access
        VK_PIPELINE_DEPTH_STENCIL_STATE_CREATE_RASTERIZATION_ORDER_ATTACHMENT_STENCIL_ACCESS_BIT_ARM = VK_PIPELINE_DEPTH_STENCIL_STATE_CREATE_RASTERIZATION_ORDER_ATTACHMENT_STENCIL_ACCESS_BIT_EXT,
    } VkPipelineDepthStencilStateCreateFlagBits;

- `VK_PIPELINE_DEPTH_STENCIL_STATE_CREATE_RASTERIZATION_ORDER_ATTACHMENT_DEPTH_ACCESS_BIT_EXT` indicates that access to the depth aspects of depth/stencil and input attachments will have implicit framebuffer-local memory dependencies. See renderpass feedback loops for more information.

- `VK_PIPELINE_DEPTH_STENCIL_STATE_CREATE_RASTERIZATION_ORDER_ATTACHMENT_STENCIL_ACCESS_BIT_EXT` indicates that access to the stencil aspects of depth/stencil and input attachments will have implicit framebuffer-local memory dependencies. See renderpass feedback loops for more information.

### 29.8. Depth Bounds Test

The depth bounds test compares the depth value za in the depth/stencil attachment at each sample’s framebuffer coordinates (xf,yf) and sample index i against a set of depth bounds.

The depth bounds are determined by two floating point values defining a minimum (`minDepthBounds`) and maximum (`maxDepthBounds`) depth value. These values are either set by the VkPipelineDepthStencilStateCreateInfo structure during pipeline creation, or dynamically by vkCmdSetDepthBoundsTestEnable and vkCmdSetDepthBounds.

A given sample is considered within the depth bounds if za is in the range [`minDepthBounds`,`maxDepthBounds`]. Samples with depth attachment values outside of the depth bounds will have their coverage set to `0`.

If the depth bounds test is disabled, or if there is no depth attachment, the coverage mask is unmodified by this operation.

To dynamically enable or disable the depth bounds test, call:

    // Provided by VK_VERSION_1_3
    void vkCmdSetDepthBoundsTestEnable(
        VkCommandBuffer                             commandBuffer,
        VkBool32                                    depthBoundsTestEnable);

or the equivalent command

    // Provided by VK_EXT_extended_dynamic_state, VK_EXT_shader_object
    void vkCmdSetDepthBoundsTestEnableEXT(
        VkCommandBuffer                             commandBuffer,
        VkBool32                                    depthBoundsTestEnable);

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

- `depthBoundsTestEnable` specifies if the depth bounds test is enabled.

This command sets the depth bounds enable for subsequent drawing commands when drawing using shader objects, or when the graphics pipeline is created with `VK_DYNAMIC_STATE_DEPTH_BOUNDS_TEST_ENABLE` set in VkPipelineDynamicStateCreateInfo::`pDynamicStates`. Otherwise, this state is specified by the VkPipelineDepthStencilStateCreateInfo::`depthBoundsTestEnable` value used to create the currently active pipeline.

Valid Usage (Implicit)

- VUID-vkCmdSetDepthBoundsTestEnable-commandBuffer-parameter
  `commandBuffer` must be a valid VkCommandBuffer handle

- VUID-vkCmdSetDepthBoundsTestEnable-commandBuffer-recording
  `commandBuffer` must be in the recording state

- VUID-vkCmdSetDepthBoundsTestEnable-commandBuffer-cmdpool
  The `VkCommandPool` that `commandBuffer` was allocated from must support graphics operations

- VUID-vkCmdSetDepthBoundsTestEnable-videocoding
  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 `VkCommandPool` 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 | Both | Outside | Graphics | State

To dynamically set the depth bounds range, call:

    // Provided by VK_VERSION_1_0
    void vkCmdSetDepthBounds(
        VkCommandBuffer                             commandBuffer,
        float                                       minDepthBounds,
        float                                       maxDepthBounds);

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

- `minDepthBounds` is the minimum depth bound.

- `maxDepthBounds` is the maximum depth bound.

This command sets the depth bounds range for subsequent drawing commands when drawing using shader objects, or when the graphics pipeline is created with `VK_DYNAMIC_STATE_DEPTH_BOUNDS` set in VkPipelineDynamicStateCreateInfo::`pDynamicStates`. Otherwise, this state is specified by the VkPipelineDepthStencilStateCreateInfo::`minDepthBounds` and VkPipelineDepthStencilStateCreateInfo::`maxDepthBounds` values used to create the currently active pipeline.

Valid Usage

- VUID-vkCmdSetDepthBounds-minDepthBounds-00600
  If the `VK_EXT_depth_range_unrestricted` extension is not enabled `minDepthBounds` must be between `0.0` and `1.0`, inclusive

- VUID-vkCmdSetDepthBounds-maxDepthBounds-00601
  If the `VK_EXT_depth_range_unrestricted` extension is not enabled `maxDepthBounds` must be between `0.0` and `1.0`, inclusive

Valid Usage (Implicit)

- VUID-vkCmdSetDepthBounds-commandBuffer-parameter
  `commandBuffer` must be a valid VkCommandBuffer handle

- VUID-vkCmdSetDepthBounds-commandBuffer-recording
  `commandBuffer` must be in the recording state

- VUID-vkCmdSetDepthBounds-commandBuffer-cmdpool
  The `VkCommandPool` that `commandBuffer` was allocated from must support graphics operations

- VUID-vkCmdSetDepthBounds-videocoding
  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 `VkCommandPool` 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 | Both | Outside | Graphics | State

### 29.9. Stencil Test

The stencil test compares the stencil attachment value sa in the depth/stencil attachment at each sample’s framebuffer coordinates (xf,yf) and sample index i against a stencil reference value.

If the render pass has a fragment density map attachment and the fragment covers multiple pixels, there is an implementation-dependent association of coverage samples to stencil attachment samples within the fragment. However, if all samples in the fragment are covered, and the stencil attachment value is updated as a result of this test, all stencil attachment samples will be updated.

If the stencil test is not enabled, as specified by vkCmdSetStencilTestEnable or VkPipelineDepthStencilStateCreateInfo::`stencilTestEnable`, or if there is no stencil attachment, the coverage mask is unmodified by this operation.

The stencil test is controlled by one of two sets of stencil-related state, the front stencil state and the back stencil state. Stencil tests and writes use the back stencil state when processing fragments generated by back-facing polygons, and the front stencil state when processing fragments generated by front-facing polygons or any other primitives.

The comparison operation performed is determined by the VkCompareOp value set by vkCmdSetStencilOp::`compareOp`, or by VkStencilOpState::`compareOp` during pipeline creation.

The compare mask sc and stencil reference value sr of the front or the back stencil state set determine arguments of the comparison operation. sc is set by the VkPipelineDepthStencilStateCreateInfo structure during pipeline creation, or by the vkCmdSetStencilCompareMask command. sr is set by VkPipelineDepthStencilStateCreateInfo or by vkCmdSetStencilReference.

sr and sa are each independently combined with sc using a bitwise `AND` operation to create masked reference and attachment values s'r and s'a. s'r and s'a are used as the reference and test values, respectively, in the operation specified by the VkCompareOp.

If the comparison evaluates to false, the coverage for the sample is set to `0`.

A new stencil value sg is generated according to a stencil operation defined by VkStencilOp parameters set by vkCmdSetStencilOp or VkPipelineDepthStencilStateCreateInfo. If the stencil test fails, `failOp` defines the stencil operation used. If the stencil test passes however, the stencil op used is based on the depth test - if it passes, VkPipelineDepthStencilStateCreateInfo::`passOp` is used, otherwise VkPipelineDepthStencilStateCreateInfo::`depthFailOp` is used.

The stencil attachment value sa is then updated with the generated stencil value sg according to the write mask sw defined by `writeMask` in VkPipelineDepthStencilStateCreateInfo::`front` and VkPipelineDepthStencilStateCreateInfo::`back` as:

  sa = (sa & ¬sw) | (sg & sw)

To dynamically enable or disable the stencil test, call:

    // Provided by VK_VERSION_1_3
    void vkCmdSetStencilTestEnable(
        VkCommandBuffer                             commandBuffer,
        VkBool32                                    stencilTestEnable);

or the equivalent command

    // Provided by VK_EXT_extended_dynamic_state, VK_EXT_shader_object
    void vkCmdSetStencilTestEnableEXT(
        VkCommandBuffer                             commandBuffer,
        VkBool32                                    stencilTestEnable);

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

- `stencilTestEnable` specifies if the stencil test is enabled.

This command sets the stencil test enable for subsequent drawing commands when drawing using shader objects, or when the graphics pipeline is created with `VK_DYNAMIC_STATE_STENCIL_TEST_ENABLE` set in VkPipelineDynamicStateCreateInfo::`pDynamicStates`. Otherwise, this state is specified by the VkPipelineDepthStencilStateCreateInfo::`stencilTestEnable` value used to create the currently active pipeline.

Valid Usage (Implicit)

- VUID-vkCmdSetStencilTestEnable-commandBuffer-parameter
  `commandBuffer` must be a valid VkCommandBuffer handle

- VUID-vkCmdSetStencilTestEnable-commandBuffer-recording
  `commandBuffer` must be in the recording state

- VUID-vkCmdSetStencilTestEnable-commandBuffer-cmdpool
  The `VkCommandPool` that `commandBuffer` was allocated from must support graphics operations

- VUID-vkCmdSetStencilTestEnable-videocoding
  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 `VkCommandPool` 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 | Both | Outside | Graphics | State

To dynamically set the stencil operation, call:

    // Provided by VK_VERSION_1_3
    void vkCmdSetStencilOp(
        VkCommandBuffer                             commandBuffer,
        VkStencilFaceFlags                          faceMask,
        VkStencilOp                                 failOp,
        VkStencilOp                                 passOp,
        VkStencilOp                                 depthFailOp,
        VkCompareOp                                 compareOp);

or the equivalent command

    // Provided by VK_EXT_extended_dynamic_state, VK_EXT_shader_object
    void vkCmdSetStencilOpEXT(
        VkCommandBuffer                             commandBuffer,
        VkStencilFaceFlags                          faceMask,
        VkStencilOp                                 failOp,
        VkStencilOp                                 passOp,
        VkStencilOp                                 depthFailOp,
        VkCompareOp                                 compareOp);

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

- `faceMask` is a bitmask of VkStencilFaceFlagBits specifying the set of stencil state for which to update the stencil operation.

- `failOp` is a VkStencilOp value specifying the action performed on samples that fail the stencil test.

- `passOp` is a VkStencilOp value specifying the action performed on samples that pass both the depth and stencil tests.

- `depthFailOp` is a VkStencilOp value specifying the action performed on samples that pass the stencil test and fail the depth test.

- `compareOp` is a VkCompareOp value specifying the comparison operator used in the stencil test.

This command sets the stencil operation for subsequent drawing commands when when drawing using shader objects, or when the graphics pipeline is created with `VK_DYNAMIC_STATE_STENCIL_OP` set in VkPipelineDynamicStateCreateInfo::`pDynamicStates`. Otherwise, this state is specified by the corresponding `VkPipelineDepthStencilStateCreateInfo`::`failOp`, `passOp`, `depthFailOp`, and `compareOp` values used to create the currently active pipeline, for both front and back faces.

Valid Usage (Implicit)

- VUID-vkCmdSetStencilOp-commandBuffer-parameter
  `commandBuffer` must be a valid VkCommandBuffer handle

- VUID-vkCmdSetStencilOp-faceMask-parameter
  `faceMask` must be a valid combination of VkStencilFaceFlagBits values

- VUID-vkCmdSetStencilOp-faceMask-requiredbitmask
  `faceMask` must not be `0`

- VUID-vkCmdSetStencilOp-failOp-parameter
  `failOp` must be a valid VkStencilOp value

- VUID-vkCmdSetStencilOp-passOp-parameter
  `passOp` must be a valid VkStencilOp value

- VUID-vkCmdSetStencilOp-depthFailOp-parameter
  `depthFailOp` must be a valid VkStencilOp value

- VUID-vkCmdSetStencilOp-compareOp-parameter
  `compareOp` must be a valid VkCompareOp value

- VUID-vkCmdSetStencilOp-commandBuffer-recording
  `commandBuffer` must be in the recording state

- VUID-vkCmdSetStencilOp-commandBuffer-cmdpool
  The `VkCommandPool` that `commandBuffer` was allocated from must support graphics operations

- VUID-vkCmdSetStencilOp-videocoding
  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 `VkCommandPool` 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 | Both | Outside | Graphics | State

The `VkStencilOpState` structure is defined as:

    // Provided by VK_VERSION_1_0
    typedef struct VkStencilOpState {
        VkStencilOp    failOp;
        VkStencilOp    passOp;
        VkStencilOp    depthFailOp;
        VkCompareOp    compareOp;
        uint32_t       compareMask;
        uint32_t       writeMask;
        uint32_t       reference;
    } VkStencilOpState;

- `failOp` is a VkStencilOp value specifying the action performed on samples that fail the stencil test.

- `passOp` is a VkStencilOp value specifying the action performed on samples that pass both the depth and stencil tests.

- `depthFailOp` is a VkStencilOp value specifying the action performed on samples that pass the stencil test and fail the depth test.

- `compareOp` is a VkCompareOp value specifying the comparison operator used in the stencil test.

- `compareMask` selects the bits of the unsigned integer stencil values participating in the stencil test.

- `writeMask` selects the bits of the unsigned integer stencil values updated by the stencil test in the stencil framebuffer attachment.

- `reference` is an integer stencil reference value that is used in the unsigned stencil comparison.

Valid Usage (Implicit)

- VUID-VkStencilOpState-failOp-parameter
  `failOp` must be a valid VkStencilOp value

- VUID-VkStencilOpState-passOp-parameter
  `passOp` must be a valid VkStencilOp value

- VUID-VkStencilOpState-depthFailOp-parameter
  `depthFailOp` must be a valid VkStencilOp value

- VUID-VkStencilOpState-compareOp-parameter
  `compareOp` must be a valid VkCompareOp value

To dynamically set the stencil compare mask, call:

    // Provided by VK_VERSION_1_0
    void vkCmdSetStencilCompareMask(
        VkCommandBuffer                             commandBuffer,
        VkStencilFaceFlags                          faceMask,
        uint32_t                                    compareMask);

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

- `faceMask` is a bitmask of VkStencilFaceFlagBits specifying the set of stencil state for which to update the compare mask.

- `compareMask` is the new value to use as the stencil compare mask.

This command sets the stencil compare mask for subsequent drawing commands when drawing using shader objects, or when the graphics pipeline is created with `VK_DYNAMIC_STATE_STENCIL_COMPARE_MASK` set in VkPipelineDynamicStateCreateInfo::`pDynamicStates`. Otherwise, this state is specified by the VkStencilOpState::`compareMask` value used to create the currently active pipeline, for both front and back faces.

Valid Usage (Implicit)

- VUID-vkCmdSetStencilCompareMask-commandBuffer-parameter
  `commandBuffer` must be a valid VkCommandBuffer handle

- VUID-vkCmdSetStencilCompareMask-faceMask-parameter
  `faceMask` must be a valid combination of VkStencilFaceFlagBits values

- VUID-vkCmdSetStencilCompareMask-faceMask-requiredbitmask
  `faceMask` must not be `0`

- VUID-vkCmdSetStencilCompareMask-commandBuffer-recording
  `commandBuffer` must be in the recording state

- VUID-vkCmdSetStencilCompareMask-commandBuffer-cmdpool
  The `VkCommandPool` that `commandBuffer` was allocated from must support graphics operations

- VUID-vkCmdSetStencilCompareMask-videocoding
  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 `VkCommandPool` 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 | Both | Outside | Graphics | State

`VkStencilFaceFlagBits` values are:

    // Provided by VK_VERSION_1_0
    typedef enum VkStencilFaceFlagBits {
        VK_STENCIL_FACE_FRONT_BIT = 0x00000001,
        VK_STENCIL_FACE_BACK_BIT = 0x00000002,
        VK_STENCIL_FACE_FRONT_AND_BACK = 0x00000003,
        VK_STENCIL_FRONT_AND_BACK = VK_STENCIL_FACE_FRONT_AND_BACK,
    } VkStencilFaceFlagBits;

- `VK_STENCIL_FACE_FRONT_BIT` specifies that only the front set of stencil state is updated.

- `VK_STENCIL_FACE_BACK_BIT` specifies that only the back set of stencil state is updated.

- `VK_STENCIL_FACE_FRONT_AND_BACK` is the combination of `VK_STENCIL_FACE_FRONT_BIT` and `VK_STENCIL_FACE_BACK_BIT`, and specifies that both sets of stencil state are updated.

    // Provided by VK_VERSION_1_0
    typedef VkFlags VkStencilFaceFlags;

`VkStencilFaceFlags` is a bitmask type for setting a mask of zero or more VkStencilFaceFlagBits.

To dynamically set the stencil write mask, call:

    // Provided by VK_VERSION_1_0
    void vkCmdSetStencilWriteMask(
        VkCommandBuffer                             commandBuffer,
        VkStencilFaceFlags                          faceMask,
        uint32_t                                    writeMask);

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

- `faceMask` is a bitmask of VkStencilFaceFlagBits specifying the set of stencil state for which to update the write mask, as described above for vkCmdSetStencilCompareMask.

- `writeMask` is the new value to use as the stencil write mask.

This command sets the stencil write mask for subsequent drawing commands when drawing using shader objects, or when the graphics pipeline is created with `VK_DYNAMIC_STATE_STENCIL_WRITE_MASK` set in VkPipelineDynamicStateCreateInfo::`pDynamicStates`. Otherwise, this state is specified by the `writeMask` value used to create the currently active pipeline, for both VkPipelineDepthStencilStateCreateInfo::`front` and VkPipelineDepthStencilStateCreateInfo::`back` faces.

Valid Usage (Implicit)

- VUID-vkCmdSetStencilWriteMask-commandBuffer-parameter
  `commandBuffer` must be a valid VkCommandBuffer handle

- VUID-vkCmdSetStencilWriteMask-faceMask-parameter
  `faceMask` must be a valid combination of VkStencilFaceFlagBits values

- VUID-vkCmdSetStencilWriteMask-faceMask-requiredbitmask
  `faceMask` must not be `0`

- VUID-vkCmdSetStencilWriteMask-commandBuffer-recording
  `commandBuffer` must be in the recording state

- VUID-vkCmdSetStencilWriteMask-commandBuffer-cmdpool
  The `VkCommandPool` that `commandBuffer` was allocated from must support graphics operations

- VUID-vkCmdSetStencilWriteMask-videocoding
  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 `VkCommandPool` 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 | Both | Outside | Graphics | State

To dynamically set the stencil reference value, call:

    // Provided by VK_VERSION_1_0
    void vkCmdSetStencilReference(
        VkCommandBuffer                             commandBuffer,
        VkStencilFaceFlags                          faceMask,
        uint32_t                                    reference);

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

- `faceMask` is a bitmask of VkStencilFaceFlagBits specifying the set of stencil state for which to update the reference value, as described above for vkCmdSetStencilCompareMask.

- `reference` is the new value to use as the stencil reference value.

This command sets the stencil reference value for subsequent drawing commands when drawing using shader objects, or when the graphics pipeline is created with `VK_DYNAMIC_STATE_STENCIL_REFERENCE` set in VkPipelineDynamicStateCreateInfo::`pDynamicStates`. Otherwise, this state is specified by the VkPipelineDepthStencilStateCreateInfo::`reference` value used to create the currently active pipeline, for both front and back faces.

Valid Usage (Implicit)

- VUID-vkCmdSetStencilReference-commandBuffer-parameter
  `commandBuffer` must be a valid VkCommandBuffer handle

- VUID-vkCmdSetStencilReference-faceMask-parameter
  `faceMask` must be a valid combination of VkStencilFaceFlagBits values

- VUID-vkCmdSetStencilReference-faceMask-requiredbitmask
  `faceMask` must not be `0`

- VUID-vkCmdSetStencilReference-commandBuffer-recording
  `commandBuffer` must be in the recording state

- VUID-vkCmdSetStencilReference-commandBuffer-cmdpool
  The `VkCommandPool` that `commandBuffer` was allocated from must support graphics operations

- VUID-vkCmdSetStencilReference-videocoding
  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 `VkCommandPool` 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 | Both | Outside | Graphics | State

Possible values of the `failOp`, `passOp`, and `depthFailOp` members of VkStencilOpState, specifying what happens to the stored stencil value if this or certain subsequent tests fail or pass, are:

    // Provided by VK_VERSION_1_0
    typedef enum VkStencilOp {
        VK_STENCIL_OP_KEEP = 0,
        VK_STENCIL_OP_ZERO = 1,
        VK_STENCIL_OP_REPLACE = 2,
        VK_STENCIL_OP_INCREMENT_AND_CLAMP = 3,
        VK_STENCIL_OP_DECREMENT_AND_CLAMP = 4,
        VK_STENCIL_OP_INVERT = 5,
        VK_STENCIL_OP_INCREMENT_AND_WRAP = 6,
        VK_STENCIL_OP_DECREMENT_AND_WRAP = 7,
    } VkStencilOp;

- `VK_STENCIL_OP_KEEP` keeps the current value.

- `VK_STENCIL_OP_ZERO` sets the value to 0.

- `VK_STENCIL_OP_REPLACE` sets the value to `reference`.

- `VK_STENCIL_OP_INCREMENT_AND_CLAMP` increments the current value and clamps to the maximum representable unsigned value.

- `VK_STENCIL_OP_DECREMENT_AND_CLAMP` decrements the current value and clamps to 0.

- `VK_STENCIL_OP_INVERT` bitwise-inverts the current value.

- `VK_STENCIL_OP_INCREMENT_AND_WRAP` increments the current value and wraps to 0 when the maximum value would have been exceeded.

- `VK_STENCIL_OP_DECREMENT_AND_WRAP` decrements the current value and wraps to the maximum possible value when the value would go below 0.

For purposes of increment and decrement, the stencil bits are considered as an unsigned integer.

### 29.10. Depth Test

The depth test compares the depth value za in the depth/stencil attachment at each sample’s framebuffer coordinates (xf,yf) and sample index i against the sample’s depth value zf. If there is no depth attachment then the depth test is skipped.

If the render pass has a fragment density map attachment and the fragment covers multiple pixels, there is an implementation-dependent association of rasterization samples to depth attachment samples within the fragment. However, if all samples in the fragment are covered, and the depth attachment value is updated as a result of this test, all depth attachment samples will be updated.

The depth test occurs in three stages, as detailed in the following sections.

#### 29.10.1. Depth Clamping and Range Adjustment

If VkPipelineRasterizationStateCreateInfo::`depthClampEnable` is enabled, zf is clamped to [zmin, zmax], where zmin = min(n,f), zmax = max(n,f)], and n and f are the `minDepth` and `maxDepth` depth range values of the viewport used by this fragment, respectively.

If VkPhysicalDeviceDepthClampZeroOneFeaturesEXT::`depthClampZeroOne` is enabled:

- If the depth attachment has a floating-point format and VK_EXT_depth_range_unrestricted is enabled then zf is unchanged.

- Otherwise, zf is clamped to the range [0, 1].

Otherwise:

- If zf is not in the range [zmin, zmax], then zf is undefined following this step.

- If the depth attachment has a fixed-point format and zf is not in the range [0, 1], then zf is undefined following this step.

#### 29.10.2. Depth Comparison

If the depth test is not enabled, as specified by vkCmdSetDepthTestEnable or VkPipelineDepthStencilStateCreateInfo::`depthTestEnable`, then this step is skipped.

The comparison operation performed is determined by the VkCompareOp value set by vkCmdSetDepthCompareOp, or by VkPipelineDepthStencilStateCreateInfo::`depthCompareOp` during pipeline creation. zf and za are used as the reference and test values, respectively, in the operation specified by the VkCompareOp.

If the comparison evaluates to false, the coverage for the sample is set to `0`.

#### 29.10.3. Depth Attachment Writes

If depth writes are enabled, as specified by vkCmdSetDepthWriteEnable or VkPipelineDepthStencilStateCreateInfo::`depthWriteEnable`, and the comparison evaluated to true, the depth attachment value za is set to the sample’s depth value zf. If there is no depth attachment, no value is written.

To dynamically enable or disable the depth test, call:

    // Provided by VK_VERSION_1_3
    void vkCmdSetDepthTestEnable(
        VkCommandBuffer                             commandBuffer,
        VkBool32                                    depthTestEnable);

or the equivalent command

    // Provided by VK_EXT_extended_dynamic_state, VK_EXT_shader_object
    void vkCmdSetDepthTestEnableEXT(
        VkCommandBuffer                             commandBuffer,
        VkBool32                                    depthTestEnable);

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

- `depthTestEnable` specifies if the depth test is enabled.

This command sets the depth test enable for subsequent drawing commands when drawing using shader objects, or when the graphics pipeline is created with `VK_DYNAMIC_STATE_DEPTH_TEST_ENABLE` set in VkPipelineDynamicStateCreateInfo::`pDynamicStates`. Otherwise, this state is specified by the VkPipelineDepthStencilStateCreateInfo::`depthTestEnable` value used to create the currently active pipeline.

Valid Usage (Implicit)

- VUID-vkCmdSetDepthTestEnable-commandBuffer-parameter
  `commandBuffer` must be a valid VkCommandBuffer handle

- VUID-vkCmdSetDepthTestEnable-commandBuffer-recording
  `commandBuffer` must be in the recording state

- VUID-vkCmdSetDepthTestEnable-commandBuffer-cmdpool
  The `VkCommandPool` that `commandBuffer` was allocated from must support graphics operations

- VUID-vkCmdSetDepthTestEnable-videocoding
  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 `VkCommandPool` 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 | Both | Outside | Graphics | State

To dynamically set the depth compare operator, call:

    // Provided by VK_VERSION_1_3
    void vkCmdSetDepthCompareOp(
        VkCommandBuffer                             commandBuffer,
        VkCompareOp                                 depthCompareOp);

or the equivalent command

    // Provided by VK_EXT_extended_dynamic_state, VK_EXT_shader_object
    void vkCmdSetDepthCompareOpEXT(
        VkCommandBuffer                             commandBuffer,
        VkCompareOp                                 depthCompareOp);

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

- `depthCompareOp` is a VkCompareOp value specifying the comparison operator used for the Depth Comparison step of the depth test.

This command sets the depth comparison operator for subsequent drawing commands when drawing using shader objects, or when the graphics pipeline is created with `VK_DYNAMIC_STATE_DEPTH_COMPARE_OP` set in VkPipelineDynamicStateCreateInfo::`pDynamicStates`. Otherwise, this state is specified by the VkPipelineDepthStencilStateCreateInfo::`depthCompareOp` value used to create the currently active pipeline.

Valid Usage (Implicit)

- VUID-vkCmdSetDepthCompareOp-commandBuffer-parameter
  `commandBuffer` must be a valid VkCommandBuffer handle

- VUID-vkCmdSetDepthCompareOp-depthCompareOp-parameter
  `depthCompareOp` must be a valid VkCompareOp value

- VUID-vkCmdSetDepthCompareOp-commandBuffer-recording
  `commandBuffer` must be in the recording state

- VUID-vkCmdSetDepthCompareOp-commandBuffer-cmdpool
  The `VkCommandPool` that `commandBuffer` was allocated from must support graphics operations

- VUID-vkCmdSetDepthCompareOp-videocoding
  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 `VkCommandPool` 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 | Both | Outside | Graphics | State

To dynamically set the depth write enable, call:

    // Provided by VK_VERSION_1_3
    void vkCmdSetDepthWriteEnable(
        VkCommandBuffer                             commandBuffer,
        VkBool32                                    depthWriteEnable);

or the equivalent command

    // Provided by VK_EXT_extended_dynamic_state, VK_EXT_shader_object
    void vkCmdSetDepthWriteEnableEXT(
        VkCommandBuffer                             commandBuffer,
        VkBool32                                    depthWriteEnable);

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

- `depthWriteEnable` specifies if depth writes are enabled.

This command sets the depth write enable for subsequent drawing commands when drawing using shader objects, or when the graphics pipeline is created with `VK_DYNAMIC_STATE_DEPTH_WRITE_ENABLE` set in VkPipelineDynamicStateCreateInfo::`pDynamicStates`. Otherwise, this state is specified by the VkPipelineDepthStencilStateCreateInfo::`depthWriteEnable` value used to create the currently active pipeline.

Valid Usage (Implicit)

- VUID-vkCmdSetDepthWriteEnable-commandBuffer-parameter
  `commandBuffer` must be a valid VkCommandBuffer handle

- VUID-vkCmdSetDepthWriteEnable-commandBuffer-recording
  `commandBuffer` must be in the recording state

- VUID-vkCmdSetDepthWriteEnable-commandBuffer-cmdpool
  The `VkCommandPool` that `commandBuffer` was allocated from must support graphics operations

- VUID-vkCmdSetDepthWriteEnable-videocoding
  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 `VkCommandPool` 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 | Both | Outside | Graphics | State

### 29.11. Representative Fragment Test

The representative fragment test allows implementations to reduce the amount of rasterization and fragment processing work performed for each point, line, or triangle primitive. For any primitive that produces one or more fragments that pass all prior early fragment tests, the implementation may choose one or more “representative” fragments for processing and discard all other fragments. For draw calls rendering multiple points, lines, or triangles arranged in lists, strips, or fans, the representative fragment test is performed independently for each of those primitives. The set of fragments discarded by the representative fragment test is implementation-dependent. In some cases, the representative fragment test may not discard any fragments for a given primitive.

If the `pNext` chain of VkGraphicsPipelineCreateInfo includes a `VkPipelineRepresentativeFragmentTestStateCreateInfoNV` structure, then that structure includes parameters controlling the representative fragment test.

The `VkPipelineRepresentativeFragmentTestStateCreateInfoNV` structure is defined as:

    // Provided by VK_NV_representative_fragment_test
    typedef struct VkPipelineRepresentativeFragmentTestStateCreateInfoNV {
        VkStructureType    sType;
        const void*        pNext;
        VkBool32           representativeFragmentTestEnable;
    } VkPipelineRepresentativeFragmentTestStateCreateInfoNV;

- `sType` is the type of this structure.

- `pNext` is `NULL` or a pointer to a structure extending this structure.

- `representativeFragmentTestEnable` controls whether the representative fragment test is enabled.

If this structure is not included in the `pNext` chain, `representativeFragmentTestEnable` is considered to be `VK_FALSE`, and the representative fragment test is disabled.

If the active fragment shader does not specify the `EarlyFragmentTests` execution mode, the representative fragment shader test has no effect, even if enabled.

Valid Usage (Implicit)

- VUID-VkPipelineRepresentativeFragmentTestStateCreateInfoNV-sType-sType
  `sType` must be `VK_STRUCTURE_TYPE_PIPELINE_REPRESENTATIVE_FRAGMENT_TEST_STATE_CREATE_INFO_NV`

To dynamically set the `representativeFragmentTestEnable` state, call:

    // Provided by VK_EXT_extended_dynamic_state3, VK_EXT_shader_object
    void vkCmdSetRepresentativeFragmentTestEnableNV(
        VkCommandBuffer                             commandBuffer,
        VkBool32                                    representativeFragmentTestEnable);

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

- `representativeFragmentTestEnable` specifies the `representativeFragmentTestEnable` state.

This command sets the `representativeFragmentTestEnable` state for subsequent drawing commands when drawing using shader objects, or when the graphics pipeline is created with `VK_DYNAMIC_STATE_REPRESENTATIVE_FRAGMENT_TEST_ENABLE_NV` set in VkPipelineDynamicStateCreateInfo::`pDynamicStates`. Otherwise, this state is specified by the VkPipelineRepresentativeFragmentTestStateCreateInfoNV::`representativeFragmentTestEnable` value used to create the currently active pipeline.

Valid Usage

- VUID-vkCmdSetRepresentativeFragmentTestEnableNV-None-08522
  Either the `extendedDynamicState3RepresentativeFragmentTestEnable` feature or the `shaderObject` feature or both must be enabled

Valid Usage (Implicit)

- VUID-vkCmdSetRepresentativeFragmentTestEnableNV-commandBuffer-parameter
  `commandBuffer` must be a valid VkCommandBuffer handle

- VUID-vkCmdSetRepresentativeFragmentTestEnableNV-commandBuffer-recording
  `commandBuffer` must be in the recording state

- VUID-vkCmdSetRepresentativeFragmentTestEnableNV-commandBuffer-cmdpool
  The `VkCommandPool` that `commandBuffer` was allocated from must support graphics operations

- VUID-vkCmdSetRepresentativeFragmentTestEnableNV-videocoding
  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 `VkCommandPool` 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 | Both | Outside | Graphics | State

### 29.12. Sample Counting

Occlusion queries use query pool entries to track the number of samples that pass all the per-fragment tests. The mechanism of collecting an occlusion query value is described in Occlusion Queries.

The occlusion query sample counter increments by one for each sample with a coverage value of 1 in each fragment that survives all the per-fragment tests, including scissor, exclusive scissor, sample mask, alpha to coverage, stencil, and depth tests.

### 29.13. Fragment Coverage To Color

The `VkPipelineCoverageToColorStateCreateInfoNV` structure is defined as:

    // Provided by VK_NV_fragment_coverage_to_color
    typedef struct VkPipelineCoverageToColorStateCreateInfoNV {
        VkStructureType                                sType;
        const void*                                    pNext;
        VkPipelineCoverageToColorStateCreateFlagsNV    flags;
        VkBool32                                       coverageToColorEnable;
        uint32_t                                       coverageToColorLocation;
    } VkPipelineCoverageToColorStateCreateInfoNV;

- `sType` is the type of this structure.

- `pNext` is `NULL` or a pointer to a structure extending this structure.

- `flags` is reserved for future use.

- `coverageToColorEnable` controls whether the fragment coverage value replaces a fragment color output.

- `coverageToColorLocation` controls which fragment shader color output value is replaced.

If the `pNext` chain of VkPipelineMultisampleStateCreateInfo includes a `VkPipelineCoverageToColorStateCreateInfoNV` structure, then that structure controls whether the fragment coverage is substituted for a fragment color output and, if so, which output is replaced.

If `coverageToColorEnable` is `VK_TRUE`, the coverage mask replaces the first component of the color value corresponding to the fragment shader output location with `Location` equal to `coverageToColorLocation` and `Index` equal to zero. If the color attachment format has fewer bits than the coverage mask, the low bits of the sample coverage mask are taken without any clamping. If the color attachment format has more bits than the coverage mask, the high bits of the sample coverage mask are filled with zeros.

If `coverageToColorEnable` is `VK_FALSE`, these operations are skipped. If this structure is not included in the `pNext` chain, it is as if `coverageToColorEnable` is `VK_FALSE`.

Valid Usage

- VUID-VkPipelineCoverageToColorStateCreateInfoNV-coverageToColorEnable-01404
  If `coverageToColorEnable` is `VK_TRUE`, then the render pass subpass indicated by VkGraphicsPipelineCreateInfo::`renderPass` and VkGraphicsPipelineCreateInfo::`subpass` must have a color attachment at the location selected by `coverageToColorLocation`, with a VkFormat of `VK_FORMAT_R8_UINT`, `VK_FORMAT_R8_SINT`, `VK_FORMAT_R16_UINT`, `VK_FORMAT_R16_SINT`, `VK_FORMAT_R32_UINT`, or `VK_FORMAT_R32_SINT`

Valid Usage (Implicit)

- VUID-VkPipelineCoverageToColorStateCreateInfoNV-sType-sType
  `sType` must be `VK_STRUCTURE_TYPE_PIPELINE_COVERAGE_TO_COLOR_STATE_CREATE_INFO_NV`

- VUID-VkPipelineCoverageToColorStateCreateInfoNV-flags-zerobitmask
  `flags` must be `0`

    // Provided by VK_NV_fragment_coverage_to_color
    typedef VkFlags VkPipelineCoverageToColorStateCreateFlagsNV;

`VkPipelineCoverageToColorStateCreateFlagsNV` is a bitmask type for setting a mask, but is currently reserved for future use.

To dynamically set the `coverageToColorEnable` state, call:

    // Provided by VK_EXT_extended_dynamic_state3, VK_EXT_shader_object
    void vkCmdSetCoverageToColorEnableNV(
        VkCommandBuffer                             commandBuffer,
        VkBool32                                    coverageToColorEnable);

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

- `coverageToColorEnable` specifies the `coverageToColorEnable` state.

This command sets the `coverageToColorEnable` state for subsequent drawing commands when drawing using shader objects, or when the graphics pipeline is created with `VK_DYNAMIC_STATE_COVERAGE_TO_COLOR_ENABLE_NV` set in VkPipelineDynamicStateCreateInfo::`pDynamicStates`. Otherwise, this state is specified by the VkPipelineCoverageToColorStateCreateInfoNV::`coverageToColorEnable` value used to create the currently active pipeline.

Valid Usage

- VUID-vkCmdSetCoverageToColorEnableNV-None-08524
  Either the `extendedDynamicState3CoverageToColorEnable` feature or the `shaderObject` feature or both must be enabled

Valid Usage (Implicit)

- VUID-vkCmdSetCoverageToColorEnableNV-commandBuffer-parameter
  `commandBuffer` must be a valid VkCommandBuffer handle

- VUID-vkCmdSetCoverageToColorEnableNV-commandBuffer-recording
  `commandBuffer` must be in the recording state

- VUID-vkCmdSetCoverageToColorEnableNV-commandBuffer-cmdpool
  The `VkCommandPool` that `commandBuffer` was allocated from must support graphics operations

- VUID-vkCmdSetCoverageToColorEnableNV-videocoding
  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 `VkCommandPool` 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 | Both | Outside | Graphics | State

To dynamically set the `coverageToColorLocation` state, call:

    // Provided by VK_EXT_extended_dynamic_state3, VK_EXT_shader_object
    void vkCmdSetCoverageToColorLocationNV(
        VkCommandBuffer                             commandBuffer,
        uint32_t                                    coverageToColorLocation);

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

- `coverageToColorLocation` specifies the `coverageToColorLocation` state.

This command sets the `coverageToColorLocation` state for subsequent drawing commands when drawing using shader objects, or when the graphics pipeline is created with `VK_DYNAMIC_STATE_COVERAGE_TO_COLOR_LOCATION_NV` set in VkPipelineDynamicStateCreateInfo::`pDynamicStates`. Otherwise, this state is specified by the VkPipelineCoverageToColorStateCreateInfoNV::`coverageToColorLocation` value used to create the currently active pipeline.

Valid Usage

- VUID-vkCmdSetCoverageToColorLocationNV-None-08526
  Either the `extendedDynamicState3CoverageToColorLocation` feature or the `shaderObject` feature or both must be enabled

Valid Usage (Implicit)

- VUID-vkCmdSetCoverageToColorLocationNV-commandBuffer-parameter
  `commandBuffer` must be a valid VkCommandBuffer handle

- VUID-vkCmdSetCoverageToColorLocationNV-commandBuffer-recording
  `commandBuffer` must be in the recording state

- VUID-vkCmdSetCoverageToColorLocationNV-commandBuffer-cmdpool
  The `VkCommandPool` that `commandBuffer` was allocated from must support graphics operations

- VUID-vkCmdSetCoverageToColorLocationNV-videocoding
  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 `VkCommandPool` 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 | Both | Outside | Graphics | State

### 29.14. Coverage Reduction

Coverage reduction takes the coverage information for a fragment and converts that to a boolean coverage value for each color sample in each pixel covered by the fragment.

#### 29.14.1. Pixel Coverage

Coverage for each pixel is first extracted from the total fragment coverage mask. This consists of `rasterizationSamples` unique coverage samples for each pixel in the fragment area, each with a unique sample index. If the fragment only contains a single pixel, coverage for the pixel is equivalent to the fragment coverage.

If the render pass has a fragment density map attachment and the fragment covers multiple pixels, pixel coverage is generated in an implementation-dependent manner. If all samples in the fragment are covered, all samples will be covered in each pixel coverage.

If a shading rate image is used, and the fragment covers multiple pixels, each pixel’s coverage consists of the coverage samples corresponding to that pixel, and each sample retains its unique sample index i.

If the fragment shading rate is set, and the fragment covers multiple pixels, each pixel’s coverage consists of the coverage samples with a pixel index matching that pixel, and each sample retains its unique sample index i.

#### 29.14.2. Color Sample Coverage

Once pixel coverage is determined, coverage for each individual color sample corresponding to that pixel is determined.

If the number of `rasterizationSamples` is identical to the number of samples in the color attachments, a color sample is covered if the pixel coverage sample with the same sample index i is covered.

Otherwise, the coverage for each color sample is computed from the pixel coverage as follows.

If the `VK_AMD_mixed_attachment_samples` extension is enabled, for color samples present in the color attachments, a color sample is covered if the pixel coverage sample with the same sample index i is covered; additional pixel coverage samples are discarded.

If the `pNext` chain of VkSubpassDescription2 or VkRenderingInfo includes a VkMultisampledRenderToSingleSampledInfoEXT structure with the `multisampledRenderToSingleSampledEnable` field equal to `VK_TRUE`, sample coverage is calculated as if the attachment has VkMultisampledRenderToSingleSampledInfoEXT::`rasterizationSamples` samples.

When the `VK_NV_coverage_reduction_mode` extension is enabled, the pipeline state controlling coverage reduction is specified through the members of the `VkPipelineCoverageReductionStateCreateInfoNV` structure.

The `VkPipelineCoverageReductionStateCreateInfoNV` structure is defined as:

    // Provided by VK_NV_coverage_reduction_mode
    typedef struct VkPipelineCoverageReductionStateCreateInfoNV {
        VkStructureType                                  sType;
        const void*                                      pNext;
        VkPipelineCoverageReductionStateCreateFlagsNV    flags;
        VkCoverageReductionModeNV                        coverageReductionMode;
    } VkPipelineCoverageReductionStateCreateInfoNV;

- `sType` is the type of this structure.

- `pNext` is `NULL` or a pointer to a structure extending this structure.

- `flags` is reserved for future use.

- `coverageReductionMode` is a VkCoverageReductionModeNV value controlling how color sample coverage is generated from pixel coverage.

If this structure is not included in the `pNext` chain, or if the extension is not enabled, the default coverage reduction mode is inferred as follows:

- If the `VK_NV_framebuffer_mixed_samples` extension is enabled, then it is as if the `coverageReductionMode` is `VK_COVERAGE_REDUCTION_MODE_MERGE_NV`.

- If the `VK_AMD_mixed_attachment_samples` extension is enabled, then it is as if the `coverageReductionMode` is `VK_COVERAGE_REDUCTION_MODE_TRUNCATE_NV`.

- If both `VK_NV_framebuffer_mixed_samples` and `VK_AMD_mixed_attachment_samples` are enabled, then the default coverage reduction mode is implementation-dependent.

Valid Usage (Implicit)

- VUID-VkPipelineCoverageReductionStateCreateInfoNV-sType-sType
  `sType` must be `VK_STRUCTURE_TYPE_PIPELINE_COVERAGE_REDUCTION_STATE_CREATE_INFO_NV`

- VUID-VkPipelineCoverageReductionStateCreateInfoNV-flags-zerobitmask
  `flags` must be `0`

- VUID-VkPipelineCoverageReductionStateCreateInfoNV-coverageReductionMode-parameter
  `coverageReductionMode` must be a valid VkCoverageReductionModeNV value

    // Provided by VK_NV_coverage_reduction_mode
    typedef VkFlags VkPipelineCoverageReductionStateCreateFlagsNV;

`VkPipelineCoverageReductionStateCreateFlagsNV` is a bitmask type for setting a mask, but is currently reserved for future use.

Possible values of VkPipelineCoverageReductionStateCreateInfoNV::`coverageReductionMode`, specifying how color sample coverage is generated from pixel coverage, are:

    // Provided by VK_NV_coverage_reduction_mode
    typedef enum VkCoverageReductionModeNV {
        VK_COVERAGE_REDUCTION_MODE_MERGE_NV = 0,
        VK_COVERAGE_REDUCTION_MODE_TRUNCATE_NV = 1,
    } VkCoverageReductionModeNV;

- `VK_COVERAGE_REDUCTION_MODE_MERGE_NV` specifies that each color sample will be associated with an implementation-dependent subset of samples in the pixel coverage. If any of those associated samples are covered, the color sample is covered.

- `VK_COVERAGE_REDUCTION_MODE_TRUNCATE_NV` specifies that for color samples present in the color attachments, a color sample is covered if the pixel coverage sample with the same sample index i is covered; other pixel coverage samples are discarded.

To dynamically set the `coverageReductionMode` state, call:

    // Provided by VK_EXT_extended_dynamic_state3, VK_EXT_shader_object
    void vkCmdSetCoverageReductionModeNV(
        VkCommandBuffer                             commandBuffer,
        VkCoverageReductionModeNV                   coverageReductionMode);

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

- `coverageReductionMode` specifies the `coverageReductionMode` state.

This command sets the `coverageReductionMode` state for subsequent drawing commands when drawing using shader objects, or when the graphics pipeline is created with `VK_DYNAMIC_STATE_COVERAGE_REDUCTION_MODE_NV` set in VkPipelineDynamicStateCreateInfo::`pDynamicStates`. Otherwise, this state is specified by the VkPipelineCoverageReductionStateCreateInfoNV::`coverageReductionMode` value used to create the currently active pipeline.

Valid Usage

- VUID-vkCmdSetCoverageReductionModeNV-None-08528
  Either the `extendedDynamicState3CoverageReductionMode` feature or the `shaderObject` feature or both must be enabled

Valid Usage (Implicit)

- VUID-vkCmdSetCoverageReductionModeNV-commandBuffer-parameter
  `commandBuffer` must be a valid VkCommandBuffer handle

- VUID-vkCmdSetCoverageReductionModeNV-coverageReductionMode-parameter
  `coverageReductionMode` must be a valid VkCoverageReductionModeNV value

- VUID-vkCmdSetCoverageReductionModeNV-commandBuffer-recording
  `commandBuffer` must be in the recording state

- VUID-vkCmdSetCoverageReductionModeNV-commandBuffer-cmdpool
  The `VkCommandPool` that `commandBuffer` was allocated from must support graphics operations

- VUID-vkCmdSetCoverageReductionModeNV-videocoding
  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 `VkCommandPool` 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 | Both | Outside | Graphics | State

To query the set of mixed sample combinations of coverage reduction mode, rasterization samples and color, depth, stencil attachment sample counts that are supported by a physical device, call:

    // Provided by VK_NV_coverage_reduction_mode
    VkResult vkGetPhysicalDeviceSupportedFramebufferMixedSamplesCombinationsNV(
        VkPhysicalDevice                            physicalDevice,
        uint32_t*                                   pCombinationCount,
        VkFramebufferMixedSamplesCombinationNV*     pCombinations);

- `physicalDevice` is the physical device from which to query the set of combinations.

- `pCombinationCount` is a pointer to an integer related to the number of combinations available or queried, as described below.

- `pCombinations` is either `NULL` or a pointer to an array of VkFramebufferMixedSamplesCombinationNV values, indicating the supported combinations of coverage reduction mode, rasterization samples, and color, depth, stencil attachment sample counts.

If `pCombinations` is `NULL`, then the number of supported combinations for the given `physicalDevice` is returned in `pCombinationCount`. Otherwise, `pCombinationCount` must point to a variable set by the user to the number of elements in the `pCombinations` array, and on return the variable is overwritten with the number of values actually written to `pCombinations`. If the value of `pCombinationCount` is less than the number of combinations supported for the given `physicalDevice`, at most `pCombinationCount` values will be written to `pCombinations`, and `VK_INCOMPLETE` will be returned instead of `VK_SUCCESS`, to indicate that not all the supported values were returned.

Valid Usage (Implicit)

- VUID-vkGetPhysicalDeviceSupportedFramebufferMixedSamplesCombinationsNV-physicalDevice-parameter
  `physicalDevice` must be a valid VkPhysicalDevice handle

- VUID-vkGetPhysicalDeviceSupportedFramebufferMixedSamplesCombinationsNV-pCombinationCount-parameter
  `pCombinationCount` must be a valid pointer to a `uint32_t` value

- VUID-vkGetPhysicalDeviceSupportedFramebufferMixedSamplesCombinationsNV-pCombinations-parameter
  If the value referenced by `pCombinationCount` is not `0`, and `pCombinations` is not `NULL`, `pCombinations` must be a valid pointer to an array of `pCombinationCount` VkFramebufferMixedSamplesCombinationNV structures

Return Codes

Success

  - `VK_SUCCESS`

  - `VK_INCOMPLETE`

Failure

  - `VK_ERROR_OUT_OF_HOST_MEMORY`

  - `VK_ERROR_OUT_OF_DEVICE_MEMORY`

The `VkFramebufferMixedSamplesCombinationNV` structure is defined as:

    // Provided by VK_NV_coverage_reduction_mode
    typedef struct VkFramebufferMixedSamplesCombinationNV {
        VkStructureType              sType;
        void*                        pNext;
        VkCoverageReductionModeNV    coverageReductionMode;
        VkSampleCountFlagBits        rasterizationSamples;
        VkSampleCountFlags           depthStencilSamples;
        VkSampleCountFlags           colorSamples;
    } VkFramebufferMixedSamplesCombinationNV;

- `sType` is the type of this structure.

- `pNext` is `NULL` or a pointer to a structure extending this structure.

- `coverageReductionMode` is a VkCoverageReductionModeNV value specifying the coverage reduction mode.

- `rasterizationSamples` is a VkSampleCountFlagBits specifying the number of rasterization samples in the supported combination.

- `depthStencilSamples` specifies the number of samples in the depth stencil attachment in the supported combination. A value of 0 indicates the combination does not have a depth stencil attachment.

- `colorSamples` specifies the number of color samples in a color attachment in the supported combination. A value of 0 indicates the combination does not have a color attachment.

Valid Usage (Implicit)

- VUID-VkFramebufferMixedSamplesCombinationNV-sType-sType
  `sType` must be `VK_STRUCTURE_TYPE_FRAMEBUFFER_MIXED_SAMPLES_COMBINATION_NV`

- VUID-VkFramebufferMixedSamplesCombinationNV-pNext-pNext
  `pNext` must be `NULL`

#### 29.14.3. Coverage Modulation

As part of coverage reduction, fragment color values can also be modulated (multiplied) by a value that is a function of fraction of covered rasterization samples associated with that color sample.

Pipeline state controlling coverage modulation is specified through the members of the `VkPipelineCoverageModulationStateCreateInfoNV` structure.

The `VkPipelineCoverageModulationStateCreateInfoNV` structure is defined as:

    // Provided by VK_NV_framebuffer_mixed_samples
    typedef struct VkPipelineCoverageModulationStateCreateInfoNV {
        VkStructureType                                   sType;
        const void*                                       pNext;
        VkPipelineCoverageModulationStateCreateFlagsNV    flags;
        VkCoverageModulationModeNV                        coverageModulationMode;
        VkBool32                                          coverageModulationTableEnable;
        uint32_t                                          coverageModulationTableCount;
        const float*                                      pCoverageModulationTable;
    } VkPipelineCoverageModulationStateCreateInfoNV;

- `sType` is the type of this structure.

- `pNext` is `NULL` or a pointer to a structure extending this structure.

- `flags` is reserved for future use.

- `coverageModulationMode` is a VkCoverageModulationModeNV value controlling which color components are modulated.

- `coverageModulationTableEnable` controls whether the modulation factor is looked up from a table in `pCoverageModulationTable`.

- `coverageModulationTableCount` is the number of elements in `pCoverageModulationTable`.

- `pCoverageModulationTable` is a table of modulation factors containing a value for each number of covered samples.

If `coverageModulationTableEnable` is `VK_FALSE`, then for each color sample the associated bits of the pixel coverage are counted and divided by the number of associated bits to produce a modulation factor R in the range (0,1] (a value of zero would have been killed due to a color coverage of 0). Specifically:

- N = value of `rasterizationSamples`

- M = value of VkAttachmentDescription::`samples` for any color attachments

- R = popcount(associated coverage bits) / (N / M)

If `coverageModulationTableEnable` is `VK_TRUE`, the value R is computed using a programmable lookup table. The lookup table has N / M elements, and the element of the table is selected by:

- R = `pCoverageModulationTable`[popcount(associated coverage bits)-1]

Note that the table does not have an entry for popcount(associated coverage bits) = 0, because such samples would have been killed.

The values of `pCoverageModulationTable` may be rounded to an implementation-dependent precision, which is at least as fine as 1 / N, and clamped to [0,1].

For each color attachment with a floating point or normalized color format, each fragment output color value is replicated to M values which can each be modulated (multiplied) by that color sample’s associated value of R. Which components are modulated is controlled by `coverageModulationMode`.

If this structure is not included in the `pNext` chain, it is as if `coverageModulationMode` is `VK_COVERAGE_MODULATION_MODE_NONE_NV`.

If the coverage reduction mode is `VK_COVERAGE_REDUCTION_MODE_TRUNCATE_NV`, each color sample is associated with only a single coverage sample. In this case, it is as if `coverageModulationMode` is `VK_COVERAGE_MODULATION_MODE_NONE_NV`.

Valid Usage

- VUID-VkPipelineCoverageModulationStateCreateInfoNV-coverageModulationTableEnable-01405
  If `coverageModulationTableEnable` is `VK_TRUE`, `coverageModulationTableCount` must be equal to the number of rasterization samples divided by the number of color samples in the subpass

Valid Usage (Implicit)

- VUID-VkPipelineCoverageModulationStateCreateInfoNV-sType-sType
  `sType` must be `VK_STRUCTURE_TYPE_PIPELINE_COVERAGE_MODULATION_STATE_CREATE_INFO_NV`

- VUID-VkPipelineCoverageModulationStateCreateInfoNV-flags-zerobitmask
  `flags` must be `0`

- VUID-VkPipelineCoverageModulationStateCreateInfoNV-coverageModulationMode-parameter
  `coverageModulationMode` must be a valid VkCoverageModulationModeNV value

    // Provided by VK_NV_framebuffer_mixed_samples
    typedef VkFlags VkPipelineCoverageModulationStateCreateFlagsNV;

`VkPipelineCoverageModulationStateCreateFlagsNV` is a bitmask type for setting a mask, but is currently reserved for future use.

Possible values of VkPipelineCoverageModulationStateCreateInfoNV::`coverageModulationMode`, specifying which color components are modulated, are:

    // Provided by VK_NV_framebuffer_mixed_samples
    typedef enum VkCoverageModulationModeNV {
        VK_COVERAGE_MODULATION_MODE_NONE_NV = 0,
        VK_COVERAGE_MODULATION_MODE_RGB_NV = 1,
        VK_COVERAGE_MODULATION_MODE_ALPHA_NV = 2,
        VK_COVERAGE_MODULATION_MODE_RGBA_NV = 3,
    } VkCoverageModulationModeNV;

- `VK_COVERAGE_MODULATION_MODE_NONE_NV` specifies that no components are multiplied by the modulation factor.

- `VK_COVERAGE_MODULATION_MODE_RGB_NV` specifies that the red, green, and blue components are multiplied by the modulation factor.

- `VK_COVERAGE_MODULATION_MODE_ALPHA_NV` specifies that the alpha component is multiplied by the modulation factor.

- `VK_COVERAGE_MODULATION_MODE_RGBA_NV` specifies that all components are multiplied by the modulation factor.

To dynamically set the `coverageModulationMode` state, call:

    // Provided by VK_EXT_extended_dynamic_state3, VK_EXT_shader_object
    void vkCmdSetCoverageModulationModeNV(
        VkCommandBuffer                             commandBuffer,
        VkCoverageModulationModeNV                  coverageModulationMode);

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

- `coverageModulationMode` specifies the `coverageModulationMode` state.

This command sets the `coverageModulationMode` state for subsequent drawing commands when drawing using shader objects, or the graphics pipeline is created with `VK_DYNAMIC_STATE_COVERAGE_MODULATION_MODE_NV` set in VkPipelineDynamicStateCreateInfo::`pDynamicStates`. Otherwise, this state is specified by the VkPipelineCoverageModulationStateCreateInfoNV::`coverageModulationMode` value used to create the currently active pipeline.

Valid Usage

- VUID-vkCmdSetCoverageModulationModeNV-None-08530
  Either the `extendedDynamicState3CoverageModulationMode` feature or the `shaderObject` feature or both must be enabled

Valid Usage (Implicit)

- VUID-vkCmdSetCoverageModulationModeNV-commandBuffer-parameter
  `commandBuffer` must be a valid VkCommandBuffer handle

- VUID-vkCmdSetCoverageModulationModeNV-coverageModulationMode-parameter
  `coverageModulationMode` must be a valid VkCoverageModulationModeNV value

- VUID-vkCmdSetCoverageModulationModeNV-commandBuffer-recording
  `commandBuffer` must be in the recording state

- VUID-vkCmdSetCoverageModulationModeNV-commandBuffer-cmdpool
  The `VkCommandPool` that `commandBuffer` was allocated from must support graphics operations

- VUID-vkCmdSetCoverageModulationModeNV-videocoding
  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 `VkCommandPool` 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 | Both | Outside | Graphics | State

To dynamically set the `coverageModulationTableEnable` state, call:

    // Provided by VK_EXT_extended_dynamic_state3, VK_EXT_shader_object
    void vkCmdSetCoverageModulationTableEnableNV(
        VkCommandBuffer                             commandBuffer,
        VkBool32                                    coverageModulationTableEnable);

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

- `coverageModulationTableEnable` specifies the `coverageModulationTableEnable` state.

This command sets the `coverageModulationTableEnable` state for subsequent drawing commands when drawing using shader objects, or when the graphics pipeline is created with `VK_DYNAMIC_STATE_COVERAGE_MODULATION_TABLE_ENABLE_NV` set in VkPipelineDynamicStateCreateInfo::`pDynamicStates`. Otherwise, this state is specified by the VkPipelineCoverageModulationStateCreateInfoNV::`coverageModulationTableEnable` value used to create the currently active pipeline.

Valid Usage

- VUID-vkCmdSetCoverageModulationTableEnableNV-None-08532
  Either the `extendedDynamicState3CoverageModulationTableEnable` feature or the `shaderObject` feature or both must be enabled

Valid Usage (Implicit)

- VUID-vkCmdSetCoverageModulationTableEnableNV-commandBuffer-parameter
  `commandBuffer` must be a valid VkCommandBuffer handle

- VUID-vkCmdSetCoverageModulationTableEnableNV-commandBuffer-recording
  `commandBuffer` must be in the recording state

- VUID-vkCmdSetCoverageModulationTableEnableNV-commandBuffer-cmdpool
  The `VkCommandPool` that `commandBuffer` was allocated from must support graphics operations

- VUID-vkCmdSetCoverageModulationTableEnableNV-videocoding
  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 `VkCommandPool` 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 | Both | Outside | Graphics | State

To dynamically set the `pCoverageModulationTable` state, call:

    // Provided by VK_EXT_extended_dynamic_state3, VK_EXT_shader_object
    void vkCmdSetCoverageModulationTableNV(
        VkCommandBuffer                             commandBuffer,
        uint32_t                                    coverageModulationTableCount,
        const float*                                pCoverageModulationTable);

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

- `coverageModulationTableCount` specifies the number of elements in `pCoverageModulationTable`.

- `pCoverageModulationTable` specifies the table of modulation factors containing a value for each number of covered samples.

This command sets the table of modulation factors for subsequent drawing commands when drawing using shader objects, or when the graphics pipeline is created with `VK_DYNAMIC_STATE_COVERAGE_MODULATION_TABLE_NV` set in VkPipelineDynamicStateCreateInfo::`pDynamicStates`. Otherwise, this state is specified by the VkPipelineCoverageModulationStateCreateInfoNV::`coverageModulationTableCount`, and VkPipelineCoverageModulationStateCreateInfoNV::`pCoverageModulationTable` values used to create the currently active pipeline.

Valid Usage

- VUID-vkCmdSetCoverageModulationTableNV-None-08534
  Either the `extendedDynamicState3CoverageModulationTable` feature or the `shaderObject` feature or both must be enabled

Valid Usage (Implicit)

- VUID-vkCmdSetCoverageModulationTableNV-commandBuffer-parameter
  `commandBuffer` must be a valid VkCommandBuffer handle

- VUID-vkCmdSetCoverageModulationTableNV-pCoverageModulationTable-parameter
  `pCoverageModulationTable` must be a valid pointer to an array of `coverageModulationTableCount` `float` values

- VUID-vkCmdSetCoverageModulationTableNV-commandBuffer-recording
  `commandBuffer` must be in the recording state

- VUID-vkCmdSetCoverageModulationTableNV-commandBuffer-cmdpool
  The `VkCommandPool` that `commandBuffer` was allocated from must support graphics operations

- VUID-vkCmdSetCoverageModulationTableNV-videocoding
  This command must only be called outside of a video coding scope

- VUID-vkCmdSetCoverageModulationTableNV-coverageModulationTableCount-arraylength
  `coverageModulationTableCount` must be greater than `0`

Host Synchronization

- Host access to `commandBuffer` must be externally synchronized

- Host access to the `VkCommandPool` 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 | Both | Outside | Graphics | State