Extension and Version Dependencies
-
Requires support for Vulkan 1.0
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Requires
VK_KHR_get_physical_device_properties2
to be enabled for any device-level functionality
Contact
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Matthew Netsch mnetsch
Other Extension Metadata
- Last Modified Date
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2021-09-30
- Interactions and External Dependencies
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This extension requires
SPV_EXT_fragment_invocation_density
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This extension provides API support for
GL_EXT_fragment_invocation_density
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- Contributors
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-
Matthew Netsch, Qualcomm Technologies, Inc.
-
Robert VanReenen, Qualcomm Technologies, Inc.
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Jonathan Wicks, Qualcomm Technologies, Inc.
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Tate Hornbeck, Qualcomm Technologies, Inc.
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Sam Holmes, Qualcomm Technologies, Inc.
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Jeff Leger, Qualcomm Technologies, Inc.
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Jan-Harald Fredriksen, ARM
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Jeff Bolz, NVIDIA
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Pat Brown, NVIDIA
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Daniel Rakos, AMD
-
Piers Daniell, NVIDIA
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Description
This extension allows an application to specify areas of the render target where the fragment shader may be invoked fewer times. These fragments are broadcasted out to multiple pixels to cover the render target.
The primary use of this extension is to reduce workloads in areas where lower quality may not be perceived such as the distorted edges of a lens or the periphery of a user’s gaze.
New Enum Constants
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VK_EXT_FRAGMENT_DENSITY_MAP_EXTENSION_NAME
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VK_EXT_FRAGMENT_DENSITY_MAP_SPEC_VERSION
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Extending VkAccessFlagBits:
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VK_ACCESS_FRAGMENT_DENSITY_MAP_READ_BIT_EXT
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Extending VkFormatFeatureFlagBits:
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VK_FORMAT_FEATURE_FRAGMENT_DENSITY_MAP_BIT_EXT
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Extending VkImageCreateFlagBits:
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VK_IMAGE_CREATE_SUBSAMPLED_BIT_EXT
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Extending VkImageLayout:
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VK_IMAGE_LAYOUT_FRAGMENT_DENSITY_MAP_OPTIMAL_EXT
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Extending VkImageUsageFlagBits:
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VK_IMAGE_USAGE_FRAGMENT_DENSITY_MAP_BIT_EXT
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Extending VkImageViewCreateFlagBits:
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VK_IMAGE_VIEW_CREATE_FRAGMENT_DENSITY_MAP_DYNAMIC_BIT_EXT
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Extending VkPipelineStageFlagBits:
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VK_PIPELINE_STAGE_FRAGMENT_DENSITY_PROCESS_BIT_EXT
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Extending VkSamplerCreateFlagBits:
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VK_SAMPLER_CREATE_SUBSAMPLED_BIT_EXT
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VK_SAMPLER_CREATE_SUBSAMPLED_COARSE_RECONSTRUCTION_BIT_EXT
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Extending VkStructureType:
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VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FRAGMENT_DENSITY_MAP_FEATURES_EXT
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VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FRAGMENT_DENSITY_MAP_PROPERTIES_EXT
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VK_STRUCTURE_TYPE_RENDER_PASS_FRAGMENT_DENSITY_MAP_CREATE_INFO_EXT
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If VK_KHR_format_feature_flags2 is supported:
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Extending VkFormatFeatureFlagBits2:
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VK_FORMAT_FEATURE_2_FRAGMENT_DENSITY_MAP_BIT_EXT
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Version History
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Revision 1, 2018-09-25 (Matthew Netsch)
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Initial version
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Revision 2, 2021-09-30 (Jon Leech)
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Add interaction with
VK_KHR_format_feature_flags2
tovk.xml
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Examples
Fragment Density Map
An image can be bound as a fragment density map attachment to a render pass. This image contains normalized (x, y) float component fragment density values for regions of the framebuffer that will be used in rasterization for every subpass. A float component ranges from (0.0, 1.0] where 1.0 means full density along that axis. Implementations use these values as hints to optimize rendering in areas of low density. Subpass color and depth attachments can be created as subsampled, which can help to further optimize rendering in areas of low density.
The density map image can be modified by the application until calling
vkCmdBeginRenderPass
for the render pass that uses the image.
If VK_IMAGE_VIEW_CREATE_FRAGMENT_DENSITY_MAP_DYNAMIC_BIT_EXT
is used,
then the application can modify the image until the device reads it during
VK_PIPELINE_STAGE_FRAGMENT_DENSITY_PROCESS_BIT_EXT
.
// Create fragment density map
VkImageCreateInfo imageCreateInfo =
{
VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO,
nullptr,
0,
VK_IMAGE_TYPE_2D, // Must be 2D
VK_FORMAT_R8G8_UNORM, // Must have VK_FORMAT_FEATURE_FRAGMENT_DENSITY_MAP_BIT_EXT
{64, 64, 1}, // extent
1, // mipLevels
2, // arrayLayers; 1 for each multiview view
VK_SAMPLE_COUNT_1_BIT, // Must be 1x MSAA
tiling,
VK_IMAGE_USAGE_FRAGMENT_DENSITY_MAP_BIT_EXT,
// ...
};
vkCreateImage(device, &imageCreateInfo, nullptr, &fdmImage);
VkImageViewCreateInfo viewCreateInfo =
{
VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO,
nullptr,
0, // VkImageViewCreateFlags
fdmImage,
VK_IMAGE_VIEW_TYPE_2D_ARRAY,
VK_FORMAT_R8G8_UNORM,
{0}, // VK_COMPONENT_SWIZZLE_IDENTITY
{VK_IMAGE_ASPECT_COLOR_BIT,
0, // baseMipLevel
1, // levelCount; must be 1
0, // baseArrayLayer
2, // layerCount
}
};
vkCreateImageView(device, &viewCreateInfo, nullptr, &fdmImageView);
// Add fdmImage to render pass
VkAttachmentReference fragmentDensityMapAttachmentReference =
{
fdmAttachmentIdx,
VK_IMAGE_LAYOUT_FRAGMENT_DENSITY_MAP_OPTIMAL_EXT,
};
VkRenderPassFragmentDensityMapCreateInfoEXT fdmAttachmentCreateInfo =
{
VK_STRUCTURE_TYPE_RENDER_PASS_FRAGMENT_DENSITY_MAP_CREATE_INFO_EXT,
// ...
fragmentDensityMapAttachmentReference,
};
VkRenderPassCreateInfo2 renderPassCreateInfo =
{
VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO_2,
&fdmAttachmentCreateInfo,
// ...
};
vkCreateRenderPass2(device, &renderPassCreateInfo, nullptr, &renderPass);
// Add fdmImage to framebuffer
// Color attachments can be created with VK_IMAGE_CREATE_SUBSAMPLED_BIT_EXT
// All attachments must be created with VK_IMAGE_CREATE_FRAGMENT_DENSITY_MAP_OFFSETS_BIT_EXT
VkFramebufferCreateInfo framebufferCreateInfo =
{
VK_STRUCTURE_TYPE_FRAME_BUFFER_CREATE_INFO,
// ...
renderPass,
// ...
pAttachments, // Includes fdmImageView at fdmAttachmentIdx
1024, // width
1024, // height
1 // layers; must be 1 if using multiview
};
vkCreateFramebuffer(device, &framebufferCreateInfo, nullptr, &framebuffer);
// Start recording render pass in command buffer
VkRenderPassBeginInfo renderPassBeginInfo =
{
VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO,
// ...
renderPass,
framebuffer,
// ...
};
// Can no longer modify the fdmImage's contents after this call
vkCmdBeginRenderPass2(commandBuffer, &renderPassBeginInfo, pSubpassBeginInfo);
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.