Name QCOM_texture_foveated2 Name Strings GL_QCOM_texture_foveated2 Contact Jeff Leger - jleger 'at' qti.qualcomm.com Contributors Sam Holmes Jonathan Wicks Arpit Agarwal Status Complete Version Last Modified Date: October 12, 2020 Author Revision: 1.0 Number OpenGL ES Extension #331 Dependencies This extension requires QCOM_texture_foveated. This extension interacts with QCOM_texture_foveated_subsampled_layout. Overview This extension adds a new texture parameter that specifies a pixel density below which rendering can be discarded during foveated rendering. New Tokens Accepted as a value for for the TexParameter{if} and TexParameter{if}v commands and for the parameter of GetTexParameter{if}v: TEXTURE_FOVEATED_CUTOFF_DENSITY_QCOM 0x96A0 Add new rows to Table 8.19 (Texture parameters and their values): Name | Type | Legal Values ------------------------------------------------------------ TEXTURE_FOVEATED_CUTOFF_DENSITY_QCOM | float | Any float between 0.0 and 1.0 Add new rows to Table 21.10 Textures (state per texture object) Get value | Type | Get Command | Initial Value | Description | Sec ------------------------------------------------------------------ TEXTURE_FOVEATED_CUTOFF_DENSITY_QCOM | R[0.0,1.0] | GetTexParameter{if}v | 0.0 | Pixel density threshold for rendering cutoff | 8.19 This parameter defines the cutoff pixel density for a given focal point at the location (px,py) on a texture layer in NDC as: cutoff_pixel_density=TEXTURE_FOVEATED_CUTOFF_DENSITY_QCOM; for(int i=0;i= cutoff_pixel_density) shade pixel; } The resulting contents of the buffer regions corresponding to the discarded pixels will be undefined. New Procedures and Functions None. Errors INVALID_VALUE is generated by TexParameter{if} or TexParamter{if}v if is TEXTURE_FOVEATED_CUTOFF_DENSITY_QCOM and is a float less than 0.0 or greater than 1.0. Issues (1) What are the texture contents in discarded regions? RESOLVED: After a draw operation where the foveation density cutoff is applied, the contents of the discarded regions of the texture become undefined. It is the application's responsibility to only sample from the regions of the texture that are above the cutoff pixel density, as specified by the provided foveation parameters. (2) Are any other buffers impacted other than color buffer? RESOLVED: Yes. Contents of the depth and stencil buffers will be undefined for discarded regions. (3) What is the impact on primitive/geometric data for discarded regions? RESOLVED: For the discarded regions, primitive data is also discarded so the behavior of all shaders in the vertex processing stage is undefined for these regions (such as UAV writes and transform feedback). Revision History Rev. Date Author Changes ---- -------- -------- ----------------------------------------- 1.0 10/12/20 jleger Initial version.