Class NVClipSpaceWScaling
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 w
coordinate of the vertices in the clip space before perspective divide. The clip space w
coordinate of the vertices can be offset as of a function of x
and y
coordinates as follows:
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 A
and B
coefficients of the w
-scaling equation above, that have the same value, but different signs, for each of the viewports. The signs of A
and B
should match the signs of x
and y
for the quadrant that they represent such that the value of w'
will always be greater than or equal to the original w
value for the entire image. Since the offset to w
, (Ax + By
), is always positive, and increases with the absolute values of x
and y
, the effective resolution will fall off linearly from the center of the image to its edges.
Examples
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:
// 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);
}
VK_NV_clip_space_w_scaling
- Name String
VK_NV_clip_space_w_scaling
- Extension Type
- Device extension
- Registered Extension Number
- 88
- Revision
- 1
- Contact
- Eric Werness ewerness-nv
Other Extension Metadata
- Last Modified Date
- 2017-02-15
- Contributors
- Eric Werness, NVIDIA
- Kedarnath Thangudu, NVIDIA
-
Field Summary
Modifier and TypeFieldDescriptionstatic final int
ExtendsVkDynamicState
.static final String
The extension name.static final int
The extension specification version.static final int
ExtendsVkStructureType
. -
Method Summary
Modifier and TypeMethodDescriptionstatic void
nvkCmdSetViewportWScalingNV
(VkCommandBuffer commandBuffer, int firstViewport, int viewportCount, long pViewportWScalings) Unsafe version of:CmdSetViewportWScalingNV
static void
vkCmdSetViewportWScalingNV
(VkCommandBuffer commandBuffer, int firstViewport, VkViewportWScalingNV.Buffer pViewportWScalings) Set the viewport W scaling dynamically for a command buffer.
-
Field Details
-
VK_NV_CLIP_SPACE_W_SCALING_SPEC_VERSION
public static final int VK_NV_CLIP_SPACE_W_SCALING_SPEC_VERSIONThe extension specification version.- See Also:
-
VK_NV_CLIP_SPACE_W_SCALING_EXTENSION_NAME
The extension name.- See Also:
-
VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_W_SCALING_STATE_CREATE_INFO_NV
public static final int VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_W_SCALING_STATE_CREATE_INFO_NVExtendsVkStructureType
.- See Also:
-
VK_DYNAMIC_STATE_VIEWPORT_W_SCALING_NV
public static final int VK_DYNAMIC_STATE_VIEWPORT_W_SCALING_NVExtendsVkDynamicState
.- See Also:
-
-
Method Details
-
nvkCmdSetViewportWScalingNV
public static void nvkCmdSetViewportWScalingNV(VkCommandBuffer commandBuffer, int firstViewport, int viewportCount, long pViewportWScalings) Unsafe version of:CmdSetViewportWScalingNV
- Parameters:
viewportCount
- the number of viewports whose parameters are updated by the command.
-
vkCmdSetViewportWScalingNV
public static void vkCmdSetViewportWScalingNV(VkCommandBuffer commandBuffer, int firstViewport, VkViewportWScalingNV.Buffer pViewportWScalings) Set the viewport W scaling dynamically for a command buffer.C Specification
To dynamically set the viewport W scaling parameters, call:
void vkCmdSetViewportWScalingNV( VkCommandBuffer commandBuffer, uint32_t firstViewport, uint32_t viewportCount, const VkViewportWScalingNV* pViewportWScalings);
Description
The viewport parameters taken from element
i
ofpViewportWScalings
replace the current state for the viewport indexfirstViewport + i
, fori
in[0, viewportCount)
.This command sets the viewport W scaling for subsequent drawing commands when drawing using shader objects, or when the graphics pipeline is created with
DYNAMIC_STATE_VIEWPORT_W_SCALING_NV
set inVkPipelineDynamicStateCreateInfo
::pDynamicStates
. Otherwise, this state is specified by theVkPipelineViewportWScalingStateCreateInfoNV
::pViewportWScalings
values used to create the currently active pipeline.Valid Usage
- The sum of
firstViewport
andviewportCount
must be between 1 andVkPhysicalDeviceLimits
::maxViewports
, inclusive
Valid Usage (Implicit)
commandBuffer
must be a validVkCommandBuffer
handlepViewportWScalings
must be a valid pointer to an array ofviewportCount
VkViewportWScalingNV
structurescommandBuffer
must be in the recording state- The
VkCommandPool
thatcommandBuffer
was allocated from must support graphics operations - This command must only be called outside of a video coding scope
viewportCount
must be greater than 0
Host Synchronization
- Host access to
commandBuffer
must be externally synchronized - Host access to the
VkCommandPool
thatcommandBuffer
was allocated from must be externally synchronized
Command Properties
Command Buffer Levels Render Pass Scope Video Coding Scope Supported Queue Types Command Type Primary Secondary Both Outside Graphics State See Also
- Parameters:
commandBuffer
- the command buffer into which the command will be recorded.firstViewport
- the index of the first viewport whose parameters are updated by the command.pViewportWScalings
- a pointer to an array ofVkViewportWScalingNV
structures specifying viewport parameters.
- The sum of
-