185 lines
8.1 KiB
Plaintext
185 lines
8.1 KiB
Plaintext
include::meta/VK_NV_shading_rate_image.txt[]
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*Last Modified Date*::
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2018-09-13
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*Contributors*::
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- Pat Brown, NVIDIA
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- Carsten Rohde, NVIDIA
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- Jeff Bolz, NVIDIA
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- Daniel Koch, NVIDIA
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- Mathias Schott, NVIDIA
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- Matthew Netsch, Qualcomm Technologies, Inc.
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This extension allows applications to use a variable shading rate when
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processing fragments of rasterized primitives.
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By default, Vulkan will spawn one fragment shader for each pixel covered by
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a primitive.
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In this extension, applications can bind a _shading rate image_ that can be
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used to vary the number of fragment shader invocations across the
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framebuffer.
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Some portions of the screen may be configured to spawn up to 16 fragment
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shaders for each pixel, while other portions may use a single fragment
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shader invocation for a 4x4 block of pixels.
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This can be useful for use cases like eye tracking, where the portion of the
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framebuffer that the user is looking at directly can be processed at high
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frequency, while distant corners of the image can be processed at lower
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frequency.
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Each texel in the shading rate image represents a fixed-size rectangle in
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the framebuffer, covering 16x16 pixels in the initial implementation of this
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extension.
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When rasterizing a primitive covering one of these rectangles, the Vulkan
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implementation reads a texel in the bound shading rate image and looks up
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the fetched value in a palette to determine a base shading rate.
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In addition to the API support controlling rasterization, this extension
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also adds Vulkan support for the +SPV_NV_shading_rate+ extension to SPIR-V.
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That extension provides two fragment shader variable decorations that allow
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fragment shaders to determine the shading rate used for processing the
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fragment:
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* code:FragmentSizeNV, which indicates the width and height of the set of
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pixels processed by the fragment shader.
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* code:InvocationsPerPixel, which indicates the maximum number of fragment
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shader invocations that could be spawned for the pixel(s) covered by the
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fragment.
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When using SPIR-V in conjunction with the OpenGL Shading Language (GLSL),
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the fragment shader capabilities are provided by the
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+GL_NV_shading_rate_image+ language extension and correspond to the built-in
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variables code:gl_FragmentSizeNV and code:gl_InvocationsPerPixelNV,
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respectively.
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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_SHADING_RATE_IMAGE_STATE_CREATE_INFO_NV
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** ename:VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADING_RATE_IMAGE_FEATURES_NV
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** ename:VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_SHADING_RATE_IMAGE_PROPERTIES_NV
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** ename:VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_COARSE_SAMPLE_ORDER_STATE_CREATE_INFO_NV
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* Extending elink:VkImageLayout:
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** ename:VK_IMAGE_LAYOUT_SHADING_RATE_OPTIMAL_NV
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* Extending elink:VkDynamicState:
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** ename:VK_DYNAMIC_STATE_VIEWPORT_SHADING_RATE_PALETTE_NV
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* Extending elink:VkAccessFlagBits:
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** ename:VK_ACCESS_SHADING_RATE_IMAGE_READ_BIT_NV
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* Extending elink:VkImageUsageFlagBits:
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** ename:VK_IMAGE_USAGE_SHADING_RATE_IMAGE_BIT_NV
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* Extending elink:VkPipelineStageFlagBits
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** ename:VK_PIPELINE_STAGE_SHADING_RATE_IMAGE_BIT_NV
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=== New Enums
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* elink:VkShadingRatePaletteEntryNV, containing the following constants:
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** ename:VK_SHADING_RATE_PALETTE_ENTRY_NO_INVOCATIONS_NV
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** ename:VK_SHADING_RATE_PALETTE_ENTRY_16_INVOCATIONS_PER_PIXEL_NV
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** ename:VK_SHADING_RATE_PALETTE_ENTRY_8_INVOCATIONS_PER_PIXEL_NV
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** ename:VK_SHADING_RATE_PALETTE_ENTRY_4_INVOCATIONS_PER_PIXEL_NV
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** ename:VK_SHADING_RATE_PALETTE_ENTRY_2_INVOCATIONS_PER_PIXEL_NV
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** ename:VK_SHADING_RATE_PALETTE_ENTRY_1_INVOCATION_PER_PIXEL_NV
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** ename:VK_SHADING_RATE_PALETTE_ENTRY_1_INVOCATION_PER_2X1_PIXELS_NV
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** ename:VK_SHADING_RATE_PALETTE_ENTRY_1_INVOCATION_PER_1X2_PIXELS_NV
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** ename:VK_SHADING_RATE_PALETTE_ENTRY_1_INVOCATION_PER_2X2_PIXELS_NV
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** ename:VK_SHADING_RATE_PALETTE_ENTRY_1_INVOCATION_PER_4X2_PIXELS_NV
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** ename:VK_SHADING_RATE_PALETTE_ENTRY_1_INVOCATION_PER_2X4_PIXELS_NV
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** ename:VK_SHADING_RATE_PALETTE_ENTRY_1_INVOCATION_PER_4X4_PIXELS_NV
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=== New Structures
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* slink:VkShadingRatePaletteNV
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* slink:VkPipelineViewportShadingRateImageStateCreateInfoNV
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* slink:VkPhysicalDeviceShadingRateImageFeaturesNV
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* slink:VkPhysicalDeviceShadingRateImagePropertiesNV
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=== New Functions
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* flink:vkCmdBindShadingRateImageNV
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* flink:vkCmdSetViewportShadingRatePaletteNV
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=== Issues
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(1) When using shading rates that specify "`coarse`" fragments covering
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multiple pixels, we will generate a combined coverage mask that combines
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the coverage masks of all pixels covered by the fragment.
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By default, these masks are combined in an implementation-dependent
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order.
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Should we provide a mechanism allowing applications to query or specify
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an exact order?
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*RESOLVED*: Yes, this feature is useful for cases where most of the fragment
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shader can be evaluated once for an entire coarse fragment, but where some
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per-pixel computations are also required.
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For example, a per-pixel alpha test may want to kill all the samples for
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some pixels in a coarse fragment.
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This sort of test can be implemented using an output sample mask, but such a
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shader would need to know which bit in the mask corresponds to each sample
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in the coarse fragment.
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We are including a mechanism to allow aplications to specify the orders of
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coverage samples for each shading rate and sample count, either as static
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pipeline state or dynamically via a command buffer.
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This portion of the extension has its own feature bit.
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We will not be providing a query to determine the implementation-dependent
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default ordering.
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The thinking here is that if an application cares enough about the coarse
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fragment sample ordering to perform such a query, it could instead just set
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its own order, also using custom per-pixel sample locations if required.
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(2) For the pipeline stage
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ename:VK_PIPELINE_STAGE_SHADING_RATE_IMAGE_BIT_NV, should we specify a
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precise location in the pipeline the shading rate image is accessed
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(after geometry shading, but before the early fragment tests) or leave
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it under-specified in case there are other implementations that access
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the image in a different pipeline location?
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*RESOLVED* We are specifying the pipeline stage to be between the final
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stage used for vertex processing
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(ename:VK_PIPELINE_STAGE_GEOMETRY_SHADER_BIT) and before the first stage
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used for fragment processing
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(ename:VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT), which seems to be the
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natural place to access the shading rate image.
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(3) How do centroid-sampled variables work with fragments larger than one
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pixel?
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*RESOLVED* For single-pixel fragments, fragment shader inputs decorated with
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code:Centroid are sampled at an implementation-dependent location in the
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intersection of the area of the primitive being rasterized and the area of
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the pixel that corresponds to the fragment.
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With multi-pixel fragments, we follow a similar pattern, using the
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intersection of the primitive and the *set* of pixels corresponding to the
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fragment.
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One important thing to keep in mind when using such "`coarse`" shading rates
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is that fragment attributes are sampled at the center of the fragment by
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default, regardless of the set of pixels/samples covered by the fragment.
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For fragments with a size of 4x4 pixels, this center location will be more
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than two pixels (1.5 * sqrt(2)) away from the center of the pixels at the
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corners of the fragment.
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When rendering a primitive that covers only a small part of a coarse
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fragment, sampling a color outside the primitive can produce overly bright
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or dark color values if the color values have a large gradient.
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To deal with this, an application can use centroid sampling on attributes
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where "`extrapolation`" artifacts can lead to overly bright or dark pixels.
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Note that this same problem also exists for multisampling with single-pixel
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fragments, but is less severe because it only affects certain samples of a
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pixel and such bright/dark samples may be averaged with other samples that
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don't have a similar problem.
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=== Version History
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* Revision 2, 2018-09-13 (Pat Brown)
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- Miscellaneous edits preparing the specification for publication.
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* Revision 1, 2018-08-08 (Pat Brown)
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- Internal revisions
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