Registered Extension Number

629

Revision

1

Ratification Status

Ratified

Extension and Version Dependencies

API Interactions

  • Interacts with VK_VERSION_1_3

  • Interacts with VK_KHR_dynamic_rendering

Contact

Extension Proposal

Other Extension Metadata

Last Modified Date

2025-05-13

IP Status

No known IP claims.

Interactions and External Dependencies
Contributors
  • Mike Blumenkrantz, Valve

  • Connor Abbott, Valve

  • Samuel Pitoiset, Valve

  • Matthew Netsch, Qualcomm

  • Jan-Harald Fredriksen, ARM

  • Ting Wei, ARM

  • Ricardo Garcia, Igalia

  • Spencer Fricke, LunarG

  • Piers Daniell, Nvidia

Description

This extension provides functionality for using shaders to resolve multisample rendering attachments.

It builds upon mechanics introduced by VK_QCOM_render_pass_shader_resolve, additionally adding support for dynamic rendering.

New Commands

New Structures

New Enum Constants

Issues

1) How will this work with shader objects?

Some vendors emit an epilog at the end of the FS that stores each color/depth/stencil attachment to the appropriate tilebuffer location, and to do that they need to know the layout of the tilebuffer which depends on the attachment formats/sample counts. We agreed that for shader object the FS epilog is emitted dynamically when the draw happens.

Version History

  • Revision 1, 2025-05-13 (Mike Blumenkrantz)

    • Initial draft

See Also

No cross-references are available

Document Notes

For more information, see the Vulkan Specification.

This page is a generated document. Fixes and changes should be made to the generator scripts, not directly.

Copyright 2014-2026 The Khronos Group Inc.

SPDX-License-Identifier: CC-BY-4.0