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