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|
---
layout: user-guide
---
Capability Atoms
============================
### Sections:
1. [Targets](#Targets)
2. [Stages](#Stages)
3. [Versions](#Versions)
4. [Extensions](#Extensions)
5. [Compound Capabilities](#Compound-Capabilities)
6. [Other](#Other)
Targets
----------------------
*Capabilities to specify code generation targets (`glsl`, `spirv`...)*
`textualTarget`
> Represents a non-assembly code generation target.
`hlsl`
> Represents the HLSL code generation target.
`glsl`
> Represents the GLSL code generation target.
`c`
> Represents the C programming language code generation target.
`cpp`
> Represents the C++ programming language code generation target.
`cuda`
> Represents the CUDA code generation target.
`metal`
> Represents the Metal programming language code generation target.
`spirv`
> Represents the SPIR-V code generation target.
`wgsl`
> Represents the WebGPU shading language code generation target.
Stages
----------------------
*Capabilities to specify code generation stages (`vertex`, `fragment`...)*
`vertex`
> Vertex shader stage
`fragment`
> Fragment shader stage
`compute`
> Compute shader stage
`hull`
> Hull shader stage
`domain`
> Domain shader stage
`geometry`
> Geometry shader stage
`pixel`
> Pixel shader stage
`tesscontrol`
> Tessellation Control shader stage
`tesseval`
> Tessellation Evaluation shader stage
`raygen`
> Ray-Generation shader stage & ray-tracing capabilities
`raygeneration`
> Ray-Generation shader stage & ray-tracing capabilities
`intersection`
> Intersection shader stage & ray-tracing capabilities
`anyhit`
> Any-Hit shader stage & ray-tracing capabilities
`closesthit`
> Closest-Hit shader stage & ray-tracing capabilities
`callable`
> Callable shader stage & ray-tracing capabilities
`miss`
> Ray-Miss shader stage & ray-tracing capabilities
`mesh`
> Mesh shader stage & mesh shader capabilities
`amplification`
> Amplification shader stage & mesh shader capabilities
Versions
----------------------
*Capabilities to specify versions of a code generation target (`sm_5_0`, `GLSL_400`...)*
`glsl_spirv_1_0`
> Represents SPIR-V 1.0 through glslang.
`glsl_spirv_1_1`
> Represents SPIR-V 1.1 through glslang.
`glsl_spirv_1_2`
> Represents SPIR-V 1.2 through glslang.
`glsl_spirv_1_3`
> Represents SPIR-V 1.3 through glslang.
`glsl_spirv_1_4`
> Represents SPIR-V 1.4 through glslang.
`glsl_spirv_1_5`
> Represents SPIR-V 1.5 through glslang.
`glsl_spirv_1_6`
> Represents SPIR-V 1.6 through glslang.
`metallib_2_3`
> Represents MetalLib 2.3.
`metallib_2_4`
> Represents MetalLib 2.4.
`metallib_3_0`
> Represents MetalLib 3.0.
`metallib_3_1`
> Represents MetalLib 3.1.
`metallib_latest`
> Represents the latest MetalLib version.
`hlsl_nvapi`
> Represents HLSL NVAPI support.
`dxil_lib`
> Represents capabilities required for DXIL Library compilation.
`spirv_1_0`
> Represents SPIR-V 1.0 version.
`spirv_1_1`
> Represents SPIR-V 1.1 version, which includes SPIR-V 1.0.
`spirv_1_2`
> Represents SPIR-V 1.2 version, which includes SPIR-V 1.1.
`spirv_1_3`
> Represents SPIR-V 1.3 version, which includes SPIR-V 1.2.
`spirv_1_4`
> Represents SPIR-V 1.4 version, which includes SPIR-V 1.3.
`spirv_1_5`
> Represents SPIR-V 1.5 version, which includes SPIR-V 1.4 and additional extensions.
`spirv_1_6`
> Represents SPIR-V 1.6 version, which includes SPIR-V 1.5 and additional extensions.
`spirv_latest`
> Represents the latest SPIR-V version.
`sm_4_0_version`
> HLSL shader model 4.0 and related capabilities of other targets.
> Does not include related GLSL/SPIRV extensions.
`sm_4_0`
> HLSL shader model 4.0 and related capabilities of other targets.
> Includes related GLSL/SPIRV extensions.
`sm_4_1_version`
> HLSL shader model 4.1 and related capabilities of other targets.
> Does not include related GLSL/SPIRV extensions.
`sm_4_1`
> HLSL shader model 4.1 and related capabilities of other targets.
> Includes related GLSL/SPIRV extensions.
`sm_5_0_version`
> HLSL shader model 5.0 and related capabilities of other targets.
> Does not include related GLSL/SPIRV extensions.
`sm_5_0`
> HLSL shader model 5.0 and related capabilities of other targets.
> Includes related GLSL/SPIRV extensions.
`sm_5_1_version`
> HLSL shader model 5.1 and related capabilities of other targets.
> Does not include related GLSL/SPIRV extensions.
`sm_5_1`
> HLSL shader model 5.1 and related capabilities of other targets.
> Includes related GLSL/SPIRV extensions.
`sm_6_0_version`
> HLSL shader model 6.0 and related capabilities of other targets.
> Does not include related GLSL/SPIRV extensions.
`sm_6_0`
> HLSL shader model 6.0 and related capabilities of other targets.
> Includes related GLSL/SPIRV extensions.
`sm_6_1_version`
> HLSL shader model 6.1 and related capabilities of other targets.
> Does not include related GLSL/SPIRV extensions.
`sm_6_1`
> HLSL shader model 6.1 and related capabilities of other targets.
> Includes related GLSL/SPIRV extensions.
`sm_6_2_version`
> HLSL shader model 6.2 and related capabilities of other targets.
> Does not include related GLSL/SPIRV extensions.
`sm_6_2`
> HLSL shader model 6.2 and related capabilities of other targets.
> Includes related GLSL/SPIRV extensions.
`sm_6_3_version`
> HLSL shader model 6.3 and related capabilities of other targets.
> Does not include related GLSL/SPIRV extensions.
`sm_6_3`
> HLSL shader model 6.3 and related capabilities of other targets.
> Includes related GLSL/SPIRV extensions.
`sm_6_4_version`
> HLSL shader model 6.4 and related capabilities of other targets.
> Does not include related GLSL/SPIRV extensions.
`sm_6_4`
> HLSL shader model 6.4 and related capabilities of other targets.
> Includes related GLSL/SPIRV extensions.
`sm_6_5_version`
> HLSL shader model 6.5 and related capabilities of other targets.
> Does not include related GLSL/SPIRV extensions.
`sm_6_5`
> HLSL shader model 6.5 and related capabilities of other targets.
> Includes related GLSL/SPIRV extensions.
`sm_6_6_version`
> HLSL shader model 6.6 and related capabilities of other targets.
> Does not include related GLSL/SPIRV extensions.
`sm_6_6`
> HLSL shader model 6.6 and related capabilities of other targets.
> Includes related GLSL/SPIRV extensions.
`sm_6_7_version`
> HLSL shader model 6.7 and related capabilities of other targets.
> Does not include related GLSL/SPIRV extensions.
`sm_6_7`
> HLSL shader model 6.7 and related capabilities of other targets.
> Includes related GLSL/SPIRV extensions.
`sm_6_8_version`
> HLSL shader model 6.8 and related capabilities of other targets.
> Does not include related GLSL/SPIRV extensions.
`sm_6_8`
> HLSL shader model 6.8 and related capabilities of other targets.
> Includes related GLSL/SPIRV extensions.
`GLSL_130`
> GLSL 130 and related capabilities of other targets.
`GLSL_140`
> GLSL 140 and related capabilities of other targets.
`GLSL_150`
> GLSL 150 and related capabilities of other targets.
`GLSL_330`
> GLSL 330 and related capabilities of other targets.
`GLSL_400`
> GLSL 400 and related capabilities of other targets.
`GLSL_410`
> GLSL 410 and related capabilities of other targets.
`GLSL_420`
> GLSL 420 and related capabilities of other targets.
`GLSL_430`
> GLSL 430 and related capabilities of other targets.
`GLSL_440`
> GLSL 440 and related capabilities of other targets.
`GLSL_450`
> GLSL 450 and related capabilities of other targets.
`GLSL_460`
> GLSL 460 and related capabilities of other targets.
`cuda_sm_1_0`
> cuda 1.0 and related capabilities of other targets.
`cuda_sm_2_0`
> cuda 2.0 and related capabilities of other targets.
`cuda_sm_3_0`
> cuda 3.0 and related capabilities of other targets.
`cuda_sm_3_5`
> cuda 3.5 and related capabilities of other targets.
`cuda_sm_4_0`
> cuda 4.0 and related capabilities of other targets.
`cuda_sm_5_0`
> cuda 5.0 and related capabilities of other targets.
`cuda_sm_6_0`
> cuda 6.0 and related capabilities of other targets.
`cuda_sm_7_0`
> cuda 7.0 and related capabilities of other targets.
`cuda_sm_8_0`
> cuda 8.0 and related capabilities of other targets.
`cuda_sm_9_0`
> cuda 9.0 and related capabilities of other targets.
Extensions
----------------------
*Capabilities to specify extensions (`GL_EXT`, `SPV_EXT`...)*
`SPV_EXT_fragment_shader_interlock`
> Represents the SPIR-V extension for fragment shader interlock operations.
`SPV_EXT_physical_storage_buffer`
> Represents the SPIR-V extension for physical storage buffer.
`SPV_EXT_fragment_fully_covered`
> Represents the SPIR-V extension for SPV_EXT_fragment_fully_covered.
`SPV_EXT_descriptor_indexing`
> Represents the SPIR-V extension for descriptor indexing.
`SPV_EXT_shader_atomic_float_add`
> Represents the SPIR-V extension for atomic float add operations.
`SPV_EXT_shader_atomic_float16_add`
> Represents the SPIR-V extension for atomic float16 add operations.
`SPV_EXT_shader_atomic_float_min_max`
> Represents the SPIR-V extension for atomic float min/max operations.
`SPV_EXT_mesh_shader`
> Represents the SPIR-V extension for mesh shaders.
`SPV_EXT_demote_to_helper_invocation`
> Represents the SPIR-V extension for demoting to helper invocation.
`SPV_KHR_maximal_reconvergence`
> Represents the SPIR-V extension for maximal reconvergence.
`SPV_KHR_quad_control`
> Represents the SPIR-V extension for quad group control.
`SPV_KHR_fragment_shader_barycentric`
> Represents the SPIR-V extension for fragment shader barycentric.
`SPV_KHR_non_semantic_info`
> Represents the SPIR-V extension for non-semantic information.
`SPV_KHR_ray_tracing`
> Represents the SPIR-V extension for ray tracing.
`SPV_KHR_ray_query`
> Represents the SPIR-V extension for ray queries.
`SPV_KHR_ray_tracing_position_fetch`
> Represents the SPIR-V extension for ray tracing position fetch.
> Should be used with either SPV_KHR_ray_query or SPV_KHR_ray_tracing.
`SPV_KHR_shader_clock`
> Represents the SPIR-V extension for shader clock.
`SPV_NV_shader_subgroup_partitioned`
> Represents the SPIR-V extension for shader subgroup partitioned.
`SPV_NV_ray_tracing_motion_blur`
> Represents the SPIR-V extension for ray tracing motion blur.
`SPV_NV_shader_invocation_reorder`
> Represents the SPIR-V extension for shader invocation reorder.
> Requires SPV_KHR_ray_tracing.
`SPV_NV_shader_image_footprint`
> Represents the SPIR-V extension for shader image footprint.
`SPV_NV_compute_shader_derivatives`
> Represents the SPIR-V extension for compute shader derivatives.
`SPV_GOOGLE_user_type`
> Represents the SPIR-V extension for SPV_GOOGLE_user_type.
`SPV_EXT_replicated_composites`
> Represents the SPIR-V extension for SPV_EXT_replicated_composites.
`SPV_NV_cooperative_vector`
> Represents the SPIR-V extension for SPV_NV_cooperative_vector.
`spvAtomicFloat32AddEXT`
> Represents the SPIR-V capability for atomic float 32 add operations.
`spvAtomicFloat16AddEXT`
> Represents the SPIR-V capability for atomic float 16 add operations.
`spvAtomicFloat64AddEXT`
> Represents the SPIR-V capability for atomic float 64 add operations.
`spvInt64Atomics`
> Represents the SPIR-V capability for 64-bit integer atomics.
`spvAtomicFloat32MinMaxEXT`
> Represents the SPIR-V capability for atomic float 32 min/max operations.
`spvAtomicFloat16MinMaxEXT`
> Represents the SPIR-V capability for atomic float 16 min/max operations.
`spvAtomicFloat64MinMaxEXT`
> Represents the SPIR-V capability for atomic float 64 min/max operations.
`spvDerivativeControl`
> Represents the SPIR-V capability for 'derivative control' operations.
`spvImageQuery`
> Represents the SPIR-V capability for image query operations.
`spvImageGatherExtended`
> Represents the SPIR-V capability for extended image gather operations.
`spvSparseResidency`
> Represents the SPIR-V capability for sparse residency.
`spvImageFootprintNV`
> Represents the SPIR-V capability for image footprint.
`spvMinLod`
> Represents the SPIR-V capability for using minimum LOD operations.
`spvFragmentShaderPixelInterlockEXT`
> Represents the SPIR-V capability for using SPV_EXT_fragment_shader_interlock.
`spvFragmentBarycentricKHR`
> Represents the SPIR-V capability for using SPV_KHR_fragment_shader_barycentric.
`spvFragmentFullyCoveredEXT`
> Represents the SPIR-V capability for using SPV_EXT_fragment_fully_covered functionality.
`spvGroupNonUniformBallot`
> Represents the SPIR-V capability for group non-uniform ballot operations.
`spvGroupNonUniformShuffle`
> Represents the SPIR-V capability for group non-uniform shuffle operations.
`spvGroupNonUniformArithmetic`
> Represents the SPIR-V capability for group non-uniform arithmetic operations.
`spvGroupNonUniformQuad`
> Represents the SPIR-V capability for group non-uniform quad operations.
`spvGroupNonUniformVote`
> Represents the SPIR-V capability for group non-uniform vote operations.
`spvGroupNonUniformPartitionedNV`
> Represents the SPIR-V capability for group non-uniform partitioned operations.
`spvRayTracingMotionBlurNV`
> Represents the SPIR-V capability for ray tracing motion blur.
`spvMeshShadingEXT`
> Represents the SPIR-V capability for mesh shading.
`spvRayTracingKHR`
> Represents the SPIR-V capability for ray tracing.
`spvRayTracingPositionFetchKHR`
> Represents the SPIR-V capability for ray tracing position fetch.
`spvRayQueryKHR`
> Represents the SPIR-V capability for ray query.
`spvRayQueryPositionFetchKHR`
> Represents the SPIR-V capability for ray query position fetch.
`spvShaderInvocationReorderNV`
> Represents the SPIR-V capability for shader invocation reorder.
`spvShaderClockKHR`
> Represents the SPIR-V capability for shader clock.
`spvShaderNonUniformEXT`
> Represents the SPIR-V capability for non-uniform resource indexing.
`spvShaderNonUniform`
> Represents the SPIR-V capability for non-uniform resource indexing.
`spvDemoteToHelperInvocationEXT`
> Represents the SPIR-V capability for demoting to helper invocation.
`spvDemoteToHelperInvocation`
> Represents the SPIR-V capability for demoting to helper invocation.
`spvReplicatedCompositesEXT`
> Represents the SPIR-V capability for replicated composites
`spvCooperativeVectorNV`
> Represents the SPIR-V capability for cooperative vectors
`spvCooperativeVectorTrainingNV`
> Represents the SPIR-V capability for cooperative vector training
`spvMaximalReconvergenceKHR`
> Represents the SPIR-V capability for maximal reconvergence.
`spvQuadControlKHR`
> Represents the SPIR-V capability for quad group control.
`GL_EXT_buffer_reference`
> Represents the GL_EXT_buffer_reference extension.
`GL_EXT_buffer_reference_uvec2`
> Represents the GL_EXT_buffer_reference_uvec2 extension.
`GL_EXT_debug_printf`
> Represents the GL_EXT_debug_printf extension.
`GL_EXT_demote_to_helper_invocation`
> Represents the GL_EXT_demote_to_helper_invocation extension.
`GL_EXT_maximal_reconvergence`
> Represents the GL_EXT_maximal_reconvergence extension.
`GL_EXT_shader_quad_control`
> Represents the GL_EXT_shader_quad_control extension.
`GL_EXT_fragment_shader_barycentric`
> Represents the GL_EXT_fragment_shader_barycentric extension.
`GL_EXT_mesh_shader`
> Represents the GL_EXT_mesh_shader extension.
`GL_EXT_nonuniform_qualifier`
> Represents the GL_EXT_nonuniform_qualifier extension.
`GL_EXT_ray_query`
> Represents the GL_EXT_ray_query extension.
`GL_EXT_ray_tracing`
> Represents the GL_EXT_ray_tracing extension.
`GL_EXT_ray_tracing_position_fetch_ray_tracing`
> Represents the GL_EXT_ray_tracing_position_fetch_ray_tracing extension.
`GL_EXT_ray_tracing_position_fetch_ray_query`
> Represents the GL_EXT_ray_tracing_position_fetch_ray_query extension.
`GL_EXT_ray_tracing_position_fetch`
> Represents the GL_EXT_ray_tracing_position_fetch extension.
`GL_EXT_samplerless_texture_functions`
> Represents the GL_EXT_samplerless_texture_functions extension.
`GL_EXT_shader_atomic_float`
> Represents the GL_EXT_shader_atomic_float extension.
`GL_EXT_shader_atomic_float_min_max`
> Represents the GL_EXT_shader_atomic_float_min_max extension.
`GL_EXT_shader_atomic_float2`
> Represents the GL_EXT_shader_atomic_float2 extension.
`GL_EXT_shader_atomic_int64`
> Represents the GL_EXT_shader_atomic_int64 extension.
`GL_EXT_shader_explicit_arithmetic_types_int64`
> Represents the GL_EXT_shader_explicit_arithmetic_types_int64 extension.
`GL_EXT_shader_image_load_store`
> Represents the GL_EXT_shader_image_load_store extension.
`GL_EXT_shader_realtime_clock`
> Represents the GL_EXT_shader_realtime_clock extension.
`GL_EXT_texture_query_lod`
> Represents the GL_EXT_texture_query_lod extension.
`GL_EXT_texture_shadow_lod`
> Represents the GL_EXT_texture_shadow_lod extension.
`GL_ARB_derivative_control`
> Represents the GL_ARB_derivative_control extension.
`GL_ARB_fragment_shader_interlock`
> Represents the GL_ARB_fragment_shader_interlock extension.
`GL_ARB_gpu_shader5`
> Represents the GL_ARB_gpu_shader5 extension.
`GL_ARB_shader_image_load_store`
> Represents the GL_ARB_shader_image_load_store extension.
`GL_ARB_shader_image_size`
> Represents the GL_ARB_shader_image_size extension.
`GL_ARB_texture_multisample`
> Represents the GL_ARB_texture_multisample extension.
`GL_ARB_shader_texture_image_samples`
> Represents the GL_ARB_shader_texture_image_samples extension.
`GL_ARB_sparse_texture`
> Represents the GL_ARB_sparse_texture extension.
`GL_ARB_sparse_texture2`
> Represents the GL_ARB_sparse_texture2 extension.
`GL_ARB_sparse_texture_clamp`
> Represents the GL_ARB_sparse_texture_clamp extension.
`GL_ARB_texture_gather`
> Represents the GL_ARB_texture_gather extension.
`GL_ARB_texture_query_levels`
> Represents the GL_ARB_texture_query_levels extension.
`GL_ARB_shader_clock`
> Represents the GL_ARB_shader_clock extension.
`GL_ARB_shader_clock64`
> Represents the GL_ARB_shader_clock64 extension.
`GL_ARB_gpu_shader_int64`
> Represents the GL_ARB_gpu_shader_int64 extension.
`GL_KHR_memory_scope_semantics`
> Represents the GL_KHR_memory_scope_semantics extension.
`GL_KHR_shader_subgroup_arithmetic`
> Represents the GL_KHR_shader_subgroup_arithmetic extension.
`GL_KHR_shader_subgroup_ballot`
> Represents the GL_KHR_shader_subgroup_ballot extension.
`GL_KHR_shader_subgroup_basic`
> Represents the GL_KHR_shader_subgroup_basic extension.
`GL_KHR_shader_subgroup_clustered`
> Represents the GL_KHR_shader_subgroup_clustered extension.
`GL_KHR_shader_subgroup_quad`
> Represents the GL_KHR_shader_subgroup_quad extension.
`GL_KHR_shader_subgroup_shuffle`
> Represents the GL_KHR_shader_subgroup_shuffle extension.
`GL_KHR_shader_subgroup_shuffle_relative`
> Represents the GL_KHR_shader_subgroup_shuffle_relative extension.
`GL_KHR_shader_subgroup_vote`
> Represents the GL_KHR_shader_subgroup_vote extension.
`GL_NV_compute_shader_derivatives`
> Represents the GL_NV_compute_shader_derivatives extension.
`GL_NV_fragment_shader_barycentric`
> Represents the GL_NV_fragment_shader_barycentric extension.
`GL_NV_gpu_shader5`
> Represents the GL_NV_gpu_shader5 extension.
`GL_NV_ray_tracing`
> Represents the GL_NV_ray_tracing extension.
`GL_NV_ray_tracing_motion_blur`
> Represents the GL_NV_ray_tracing_motion_blur extension.
`GL_NV_shader_atomic_fp16_vector`
> Represents the GL_NV_shader_atomic_fp16_vector extension.
`GL_NV_shader_invocation_reorder`
> Represents the GL_NV_shader_invocation_reorder extension.
`GL_NV_shader_subgroup_partitioned`
> Represents the GL_NV_shader_subgroup_partitioned extension.
`GL_NV_shader_texture_footprint`
> Represents the GL_NV_shader_texture_footprint extension.
Compound Capabilities
----------------------
*Capabilities to specify capabilities created by other capabilities (`raytracing`, `meshshading`...)*
`any_target`
> All code-gen targets
`any_textual_target`
> All non-asm code-gen targets
`any_gfx_target`
> All slang-gfx compatible code-gen targets
`any_cpp_target`
> All "cpp syntax" code-gen targets
`cpp_cuda`
> CPP and CUDA code-gen targets
`cpp_cuda_spirv`
> CPP, CUDA and SPIRV code-gen targets
`cuda_spirv`
> CUDA and SPIRV code-gen targets
`cpp_cuda_glsl_spirv`
> CPP, CUDA, GLSL and SPIRV code-gen targets
`cpp_cuda_glsl_hlsl`
> CPP, CUDA, GLSL, and HLSL code-gen targets
`cpp_cuda_glsl_hlsl_spirv`
> CPP, CUDA, GLSL, HLSL, and SPIRV code-gen targets
`cpp_cuda_glsl_hlsl_spirv_wgsl`
> CPP, CUDA, GLSL, HLSL, SPIRV and WGSL code-gen targets
`cpp_cuda_glsl_hlsl_metal_spirv`
> CPP, CUDA, GLSL, HLSL, Metal and SPIRV code-gen targets
`cpp_cuda_glsl_hlsl_metal_spirv_wgsl`
> CPP, CUDA, GLSL, HLSL, Metal, SPIRV and WGSL code-gen targets
`cpp_cuda_hlsl`
> CPP, CUDA, and HLSL code-gen targets
`cpp_cuda_hlsl_spirv`
> CPP, CUDA, HLSL, and SPIRV code-gen targets
`cpp_cuda_hlsl_metal_spirv`
> CPP, CUDA, HLSL, Metal, and SPIRV code-gen targets
`cpp_glsl`
> CPP, and GLSL code-gen targets
`cpp_glsl_hlsl_spirv`
> CPP, GLSL, HLSL, and SPIRV code-gen targets
`cpp_glsl_hlsl_spirv_wgsl`
> CPP, GLSL, HLSL, SPIRV and WGSL code-gen targets
`cpp_glsl_hlsl_metal_spirv`
> CPP, GLSL, HLSL, Metal, and SPIRV code-gen targets
`cpp_glsl_hlsl_metal_spirv_wgsl`
> CPP, GLSL, HLSL, Metal, SPIRV and WGSL code-gen targets
`cpp_hlsl`
> CPP, and HLSL code-gen targets
`cuda_glsl_hlsl`
> CUDA, GLSL, and HLSL code-gen targets
`cuda_hlsl_metal_spirv`
> CUDA, HLSL, Metal, and SPIRV code-gen targets
`cuda_glsl_hlsl_spirv`
> CUDA, GLSL, HLSL, and SPIRV code-gen targets
`cuda_glsl_hlsl_spirv_wgsl`
> CUDA, GLSL, HLSL, SPIRV, and WGSL code-gen targets
`cuda_glsl_hlsl_metal_spirv`
> CUDA, GLSL, HLSL, Metal, and SPIRV code-gen targets
`cuda_glsl_hlsl_metal_spirv_wgsl`
> CUDA, GLSL, HLSL, Metal, SPIRV and WGSL code-gen targets
`cuda_glsl_spirv`
> CUDA, GLSL, and SPIRV code-gen targets
`cuda_glsl_metal_spirv`
> CUDA, GLSL, Metal, and SPIRV code-gen targets
`cuda_glsl_metal_spirv_wgsl`
> CUDA, GLSL, Metal, SPIRV and WGSL code-gen targets
`cuda_hlsl`
> CUDA, and HLSL code-gen targets
`cuda_hlsl_spirv`
> CUDA, HLSL, SPIRV code-gen targets
`glsl_hlsl_spirv`
> GLSL, HLSL, and SPIRV code-gen targets
`glsl_hlsl_spirv_wgsl`
> GLSL, HLSL, SPIRV and WGSL code-gen targets
`glsl_hlsl_metal_spirv`
> GLSL, HLSL, Metal, and SPIRV code-gen targets
`glsl_hlsl_metal_spirv_wgsl`
> GLSL, HLSL, Metal, SPIRV and WGSL code-gen targets
`glsl_metal_spirv`
> GLSL, Metal, and SPIRV code-gen targets
`glsl_metal_spirv_wgsl`
> GLSL, Metal, SPIRV and WGSL code-gen targets
`glsl_spirv`
> GLSL, and SPIRV code-gen targets
`glsl_spirv_wgsl`
> GLSL, SPIRV, and WGSL code-gen targets
`hlsl_spirv`
> HLSL, and SPIRV code-gen targets
`nvapi`
> NVAPI capability for HLSL
`raytracing`
> Capabilities needed for minimal raytracing support
`ser`
> Capabilities needed for shader-execution-reordering
`motionblur`
> Capabilities needed for raytracing-motionblur
`rayquery`
> Capabilities needed for compute-shader rayquery
`raytracing_motionblur`
> Capabilities needed for compute-shader rayquery and motion-blur
`ser_motion`
> Capabilities needed for shader-execution-reordering and motion-blur
`shaderclock`
> Capabilities needed for realtime clocks
`fragmentshaderinterlock`
> Capabilities needed for interlocked-fragment operations
`atomic64`
> Capabilities needed for int64/uint64 atomic operations
`atomicfloat`
> Capabilities needed to use GLSL-tier-1 float-atomic operations
`atomicfloat2`
> Capabilities needed to use GLSL-tier-2 float-atomic operations
`fragmentshaderbarycentric`
> Capabilities needed to use fragment-shader-barycentric's
`shadermemorycontrol`
> (gfx targets) Capabilities needed to use memory barriers
`wave_multi_prefix`
> Capabilities needed to use HLSL tier wave operations
`bufferreference`
> Capabilities needed to use GLSL buffer-reference's
`bufferreference_int64`
> Capabilities needed to use GLSL buffer-reference's with int64
`cooperative_vector`
> Capabilities needed to use cooperative vectors
> Note that cpp and cuda are supported via a fallback non-cooperative implementation
> No HLSL shader model bound yet
`cooperative_vector_training`
> Capabilities needed to train cooperative vectors
`any_stage`
> Collection of all shader stages
`amplification_mesh`
> Collection of shader stages
`raytracing_stages`
> Collection of shader stages
`anyhit_closesthit`
> Collection of shader stages
`raygen_closesthit_miss`
> Collection of shader stages
`anyhit_closesthit_intersection`
> Collection of shader stages
`anyhit_closesthit_intersection_miss`
> Collection of shader stages
`raygen_closesthit_miss_callable`
> Collection of shader stages
`compute_tesscontrol_tesseval`
> Collection of shader stages
`compute_fragment`
> Collection of shader stages
`compute_fragment_geometry_vertex`
> Collection of shader stages
`domain_hull`
> Collection of shader stages
`raytracingstages_fragment`
> Collection of shader stages
`raytracingstages_compute`
> Collection of shader stages
`raytracingstages_compute_amplification_mesh`
> Collection of shader stages
`raytracingstages_compute_fragment`
> Collection of shader stages
`raytracingstages_compute_fragment_geometry_vertex`
> Collection of shader stages
`meshshading`
> Ccapabilities required to use mesh shading features
`shadermemorycontrol_compute`
> (gfx targets) Capabilities required to use memory barriers that only work for raytracing & compute shader stages
`subpass`
> Capabilities required to use Subpass-Input's
`appendstructuredbuffer`
> Capabilities required to use AppendStructuredBuffer
`atomic_hlsl`
> (hlsl only) Capabilities required to use hlsl atomic operations
`atomic_hlsl_nvapi`
> (hlsl only) Capabilities required to use hlsl NVAPI atomics
`atomic_hlsl_sm_6_6`
> (hlsl only) Capabilities required to use hlsl sm_6_6 atomics
`byteaddressbuffer`
> Capabilities required to use ByteAddressBuffer
`byteaddressbuffer_rw`
> Capabilities required to use RWByteAddressBuffer
`consumestructuredbuffer`
> Capabilities required to use ConsumeStructuredBuffer
`structuredbuffer`
> Capabilities required to use StructuredBuffer
`structuredbuffer_rw`
> Capabilities required to use RWStructuredBuffer
`fragmentprocessing`
> Capabilities required to use fragment derivative operations (without GLSL derivativecontrol)
`fragmentprocessing_derivativecontrol`
> Capabilities required to use fragment derivative operations (with GLSL derivativecontrol)
`getattributeatvertex`
> Capabilities required to use 'getAttributeAtVertex'
`memorybarrier`
> Capabilities required to use sm_5_0 style memory barriers
`texture_sm_4_0`
> Capabilities required to use sm_4_0 texture operations
`texture_sm_4_1`
> Capabilities required to use sm_4_1 texture operations
`texture_sm_4_1_samplerless`
> Capabilities required to use sm_4_1 samplerless texture operations
`texture_sm_4_1_compute_fragment`
> Capabilities required to use 'compute/fragment shader only' texture operations.
> We do not require 'compute'/'fragment' shader capabilities since this seems to be incorrect behavior despite what official documentation says.
`texture_sm_4_0_fragment`
> Capabilities required to use 'fragment shader only' texture operations
`texture_sm_4_1_clamp_fragment`
> Capabilities required to use 'fragment shader only' texture clamp operations
`texture_sm_4_1_vertex_fragment_geometry`
> Capabilities required to use 'fragment/geometry shader only' texture clamp operations
`texture_gather`
> Capabilities required to use 'vertex/fragment/geometry shader only' texture gather operations
`image_samples`
> Capabilities required to query image (RWTexture) sample info
`image_size`
> Capabilities required to query image (RWTexture) size info
`texture_size`
> Capabilities required to query texture sample info
`texture_querylod`
> Capabilities required to query texture LOD info
`texture_querylevels`
> Capabilities required to query texture level info
`texture_shadowlod`
> Capabilities required to query shadow texture lod info
`atomic_glsl_float1`
> (GLSL/SPIRV) Capabilities required to use GLSL-tier-1 float-atomic operations
`atomic_glsl_float2`
> (GLSL/SPIRV) Capabilities required to use GLSL-tier-2 float-atomic operations
`atomic_glsl_halfvec`
> (GLSL/SPIRV) Capabilities required to use NVAPI GLSL-fp16 float-atomic operations
`atomic_glsl`
> (GLSL/SPIRV) Capabilities required to use GLSL-400 atomic operations
`atomic_glsl_int64`
> (GLSL/SPIRV) Capabilities required to use int64/uint64 atomic operations
`image_loadstore`
> (GLSL/SPIRV) Capabilities required to use image load/image store operations
`nonuniformqualifier`
> Capabilities required to use NonUniform qualifier
`printf`
> Capabilities required to use 'printf'
`texturefootprint`
> Capabilities required to use basic TextureFootprint operations
`texturefootprintclamp`
> Capabilities required to use TextureFootprint clamp operations
`shader5_sm_4_0`
> Capabilities required to use sm_4_0 features apart of GL_ARB_gpu_shader5
`shader5_sm_5_0`
> Capabilities required to use sm_5_0 features apart of GL_ARB_gpu_shader5
`subgroup_basic`
> Capabilities required to use GLSL-style subgroup operations 'subgroup_basic'
`subgroup_ballot`
> Capabilities required to use GLSL-style subgroup operations 'subgroup_ballot'
`subgroup_ballot_activemask`
> Capabilities required to use GLSL-style subgroup operations 'subgroup_ballot_activemask'
`subgroup_basic_ballot`
> Capabilities required to use GLSL-style subgroup operations 'subgroup_basic_ballot'
`subgroup_vote`
> Capabilities required to use GLSL-style subgroup operations 'subgroup_vote'
`shaderinvocationgroup`
> Capabilities required to use GLSL-style subgroup operations 'subgroup_vote'
`subgroup_arithmetic`
> Capabilities required to use GLSL-style subgroup operations 'subgroup_arithmetic'
`subgroup_shuffle`
> Capabilities required to use GLSL-style subgroup operations 'subgroup_shuffle'
`subgroup_shufflerelative`
> Capabilities required to use GLSL-style subgroup operations 'subgroup_shuffle_relative'
`subgroup_clustered`
> Capabilities required to use GLSL-style subgroup operations 'subgroup_clustered'
`subgroup_quad`
> Capabilities required to use GLSL-style subgroup operations 'subgroup_quad'
`subgroup_partitioned`
> Capabilities required to use GLSL-style subgroup operations 'subgroup_partitioned'
`atomic_glsl_hlsl_nvapi_cuda_metal_float1`
> (All implemented targets) Capabilities required to use atomic operations of GLSL tier-1 float atomics
`atomic_glsl_hlsl_nvapi_cuda5_int64`
> (All implemented targets) Capabilities required to use atomic operations of int64 (cuda_sm_5 tier atomics)
`atomic_glsl_hlsl_nvapi_cuda6_int64`
> (All implemented targets) Capabilities required to use atomic operations of int64 (cuda_sm_6 tier atomics)
`atomic_glsl_hlsl_nvapi_cuda9_int64`
> (All implemented targets) Capabilities required to use atomic operations of int64 (cuda_sm_9 tier atomics)
`atomic_glsl_hlsl_cuda_metal`
> (All implemented targets) Capabilities required to use atomic operations
`atomic_glsl_hlsl_cuda9_int64`
> (All implemented targets) Capabilities required to use atomic operations (cuda_sm_9 tier atomics)
`helper_lane`
> Capabilities required to enable helper-lane demotion
`quad_control`
> Capabilities required to enable quad group control
`breakpoint`
> Capabilities required to enable shader breakpoints
`raytracing_allstages`
> Collection of capabilities for raytracing with all raytracing stages.
`raytracing_anyhit`
> Collection of capabilities for raytracing with the shader stage of anyhit.
`raytracing_intersection`
> Collection of capabilities for raytracing with the shader stage of intersection.
`raytracing_anyhit_closesthit`
> Collection of capabilities for raytracing with the shader stages of anyhit and closesthit.
`raytracing_anyhit_closesthit_intersection`
> Collection of capabilities for raytracing with the shader stages of anyhit, closesthit, and intersection.
`raytracing_raygen_closesthit_miss`
> Collection of capabilities for raytracing with the shader stages of raygen, closesthit, and miss.
`raytracing_anyhit_closesthit_intersection_miss`
> Collection of capabilities for raytracing with the shader stages of anyhit, closesthit, intersection, and miss.
`raytracing_raygen_closesthit_miss_callable`
> Collection of capabilities for raytracing the shader stages of raygen, closesthit, miss, and callable.
`raytracing_position`
> Collection of capabilities for raytracing + ray_tracing_position_fetch and the shader stages of anyhit and closesthit.
`raytracing_motionblur_anyhit_closesthit_intersection_miss`
> Collection of capabilities for raytracing + motion blur and the shader stages of anyhit, closesthit, intersection, and miss.
`raytracing_motionblur_raygen_closesthit_miss`
> Collection of capabilities for raytracing + motion blur and the shader stages of raygen, closesthit, and miss.
`rayquery_position`
> Collection of capabilities for rayquery + ray_tracing_position_fetch.
`ser_raygen`
> Collection of capabilities for raytracing + shader execution reordering and the shader stage of raygen.
`ser_raygen_closesthit_miss`
> Collection of capabilities for raytracing + shader execution reordering and the shader stages of raygen, closesthit, and miss.
`ser_any_closesthit_intersection_miss`
> Collection of capabilities for raytracing + shader execution reordering and the shader stages of anyhit, closesthit, intersection, and miss.
`ser_anyhit_closesthit_intersection`
> Collection of capabilities for raytracing + shader execution reordering and the shader stages of anyhit, closesthit, and intersection.
`ser_anyhit_closesthit`
> Collection of capabilities for raytracing + shader execution reordering and the shader stages of anyhit and closesthit.
`ser_motion_raygen_closesthit_miss`
> Collection of capabilities for raytracing + motion blur + shader execution reordering and the shader stages of raygen, closesthit, and miss.
`ser_motion_raygen`
> Collection of capabilities for raytracing raytracing + motion blur + shader execution reordering and the shader stage of raygen.
Other
----------------------
*Capabilities which may be deprecated*
`SPIRV_1_0`
> Use `spirv_1_0` instead
`SPIRV_1_1`
> Use `spirv_1_1` instead
`SPIRV_1_2`
> Use `spirv_1_2` instead
`SPIRV_1_3`
> Use `spirv_1_3` instead
`SPIRV_1_4`
> Use `spirv_1_4` instead
`SPIRV_1_5`
> Use `spirv_1_5` instead
`SPIRV_1_6`
> Use `spirv_1_6` instead
`DX_4_0`
> Use `sm_4_0` instead
`DX_4_1`
> Use `sm_4_1` instead
`DX_5_0`
> Use `sm_5_0` instead
`DX_5_1`
> Use `sm_5_1` instead
`DX_6_0`
> Use `sm_6_0` instead
`DX_6_1`
> Use `sm_6_1` instead
`DX_6_2`
> Use `sm_6_2` instead
`DX_6_3`
> Use `sm_6_3` instead
`DX_6_4`
> Use `sm_6_4` instead
`DX_6_5`
> Use `sm_6_5` instead
`DX_6_6`
> Use `sm_6_6` instead
`DX_6_7`
> Use `sm_6_7` instead
`DX_6_8`
> Use `sm_6_8` instead
`GLSL_410_SPIRV_1_0`
> User should not use this capability
`GLSL_420_SPIRV_1_0`
> User should not use this capability
`GLSL_430_SPIRV_1_0`
> User should not use this capability
`METAL_2_3`
> Use `metallib_2_3` instead
`METAL_2_4`
> Use `metallib_2_4` instead
`METAL_3_0`
> Use `metallib_3_0` instead
`METAL_3_1`
> Use `metallib_3_1` instead
`GLSL_430_SPIRV_1_0_compute`
> User should not use this capability
`all`
> User should not use this capability
|