include::meta/VK_NV_clip_space_w_scaling.txt[] *Last Modified Date*:: 2017-02-15 *Contributors*:: - Eric Werness, NVIDIA - Kedarnath Thangudu, NVIDIA Virtual Reality (VR) applications often involve a post-processing step to apply a "`barrel`" distortion to the rendered image to correct the "`pincushion`" distortion introduced by the optics in a VR device. The barrel distorted image has lower resolution along the edges compared to the center. Since the original image is rendered at high resolution, which is uniform across the complete image, a lot of pixels towards the edges do not make it to the final post-processed image. This extension provides a mechanism to render VR scenes at a non-uniform resolution, in particular a resolution that falls linearly from the center towards the edges. This is achieved by scaling the [eq]#w# coordinate of the vertices in the clip space before perspective divide. The clip space [eq]#w# coordinate of the vertices can: be offset as of a function of [eq]#x# and [eq]#y# coordinates as follows: [eq]#w' = w + Ax + By# In the intended use case for viewport position scaling, an application should use a set of four viewports, one for each of the four quadrants of a Cartesian coordinate system. Each viewport is set to the dimension of the image, but is scissored to the quadrant it represents. The application should specify [eq]#A# and [eq]#B# coefficients of the [eq]#w#-scaling equation above, that have the same value, but different signs, for each of the viewports. The signs of [eq]#A# and [eq]#B# should match the signs of [eq]#x# and [eq]#y# for the quadrant that they represent such that the value of [eq]#w'# will always be greater than or equal to the original [eq]#w# value for the entire image. Since the offset to [eq]#w#, ([eq]#Ax + By#), is always positive, and increases with the absolute values of [eq]#x# and [eq]#y#, the effective resolution will fall off linearly from the center of the image to its edges. === New Object Types None. === New Enum Constants * Extending elink:VkStructureType: ** ename:VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_W_SCALING_STATE_CREATE_INFO_NV * Extending elink:VkDynamicState: ** ename:VK_DYNAMIC_STATE_VIEWPORT_W_SCALING_NV === New Enums None. === New Structures * slink:VkViewportWScalingNV * slink:VkPipelineViewportWScalingStateCreateInfoNV === New Functions * flink:vkCmdSetViewportWScalingNV === Issues 1) Is the pipeline struct name too long? *RESOLVED*: It fits with the naming convention. 2) Separate W scaling section or fold into coordinate transformations? *RESOLVED*: Leaving it as its own section for now. === Examples [source,c++] -------------------------------------- VkViewport viewports[4]; VkRect2D scissors[4]; VkViewportWScalingNV scalings[4]; for (int i = 0; i < 4; i++) { int x = (i & 2) ? 0 : currentWindowWidth / 2; int y = (i & 1) ? 0 : currentWindowHeight / 2; viewports[i].x = 0; viewports[i].y = 0; viewports[i].width = currentWindowWidth; viewports[i].height = currentWindowHeight; viewports[i].minDepth = 0.0f; viewports[i].maxDepth = 1.0f; scissors[i].offset.x = x; scissors[i].offset.y = y; scissors[i].extent.width = currentWindowWidth/2; scissors[i].extent.height = currentWindowHeight/2; const float factor = 0.15; scalings[i].xcoeff = ((i & 2) ? -1.0 : 1.0) * factor; scalings[i].ycoeff = ((i & 1) ? -1.0 : 1.0) * factor; } VkPipelineViewportWScalingStateCreateInfoNV vpWScalingStateInfo = { VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_W_SCALING_STATE_CREATE_INFO_NV }; vpWScalingStateInfo.viewportWScalingEnable = VK_TRUE; vpWScalingStateInfo.viewportCount = 4; vpWScalingStateInfo.pViewportWScalings = &scalings[0]; VkPipelineViewportStateCreateInfo vpStateInfo = { VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO }; vpStateInfo.viewportCount = 4; vpStateInfo.pViewports = &viewports[0]; vpStateInfo.scissorCount = 4; vpStateInfo.pScissors = &scissors[0]; vpStateInfo.pNext = &vpWScalingStateInfo; -------------------------------------- Example shader to read from a w-scaled texture: [source,c++] -------------------------------------- // Vertex Shader // Draw a triangle that covers the whole screen const vec4 positions[3] = vec4[3](vec4(-1, -1, 0, 1), vec4( 3, -1, 0, 1), vec4(-1, 3, 0, 1)); out vec2 uv; void main() { vec4 pos = positions[ gl_VertexID ]; gl_Position = pos; uv = pos.xy; } // Fragment Shader uniform sampler2D tex; uniform float xcoeff; uniform float ycoeff; out vec4 Color; in vec2 uv; void main() { // Handle uv as if upper right quadrant vec2 uvabs = abs(uv); // unscale: transform w-scaled image into an unscaled image // scale: transform unscaled image int a w-scaled image float unscale = 1.0 / (1 + xcoeff * uvabs.x + xcoeff * uvabs.y); //float scale = 1.0 / (1 - xcoeff * uvabs.x - xcoeff * uvabs.y); vec2 P = vec2(unscale * uvabs.x, unscale * uvabs.y); // Go back to the right quadrant P *= sign(uv); Color = texture(tex, P * 0.5 + 0.5); } -------------------------------------- === Version History * Revision 1, 2017-02-15 (Eric Werness) - Internal revisions