vertex shader output interpolation problem

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13 comments, last by hustruan 10 years, 10 months ago

OMG. blink.png

Forgive my stupidity, can you clear some information.

...it first need to divide by SV_Position's w...

You are talking just about output positions, oDepth is untouched?

>

...later, it will multiply back before pass the output to pixel shader...


So it divides by w after vertex shader and then just before pixel shader it multiplies by w (restoring old value) ? wacko.png

http://www.comp.nus.edu.sg/~lowkl/publications/lowk_persp_interp_techrep.pdf

This page explains what is perspective-correct interpolation.

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Why would oDepth be divided by oPos.w automatically? It uses the TEXCOORD0 semantic, not SV_Position.

The position semantic is special -- it's used by the rasterizer to figure out how all the other values should be interpolated.

i.e. oDepth is divided by oPos.w automatically in-between the vertex and pixel shader, during rasterization/interpolation.
So if in the vertex shader you write "oDepth = oPos.z/oPos.w", then in the pixel shader, oDepth will equal oPos.z/oPos.w/oPos.w.

I had this slightly wrong; what happens in normal usage is that the PS receives:
PS.input.oDepth = interpolate(oPos.z/oPos.w)*interpolate(oPos.w)

if in the vertex shader you write "oDepth = oPos.z/oPos.w", then in the pixel shader you get:
PS.input.oDepth = interpolate(oPos.z/oPos.w/oPos.w)*interpolate(oPos.w)



Say you've got some regular code like this:
VS:
output.pos = mul(...);
output.texcoord = ...
PS:
float color = tex2D( input.texcoord );
The hardware will perform perspective correct interpolation of all your PS-inputs/VS-outputs.
It does this by:
1) At the end of the vertex shader, every interpolant is divided by w.
2) An extra hidden interpolant is created, which holds the value of 1/w.
3) At the start of the pixel shader, every interpolant is divided by the interpolated value of 1/w.

Thanks to the GPU doing this behind the scenes, you get results like in Image A here, otherwise if the GPU didn't do this, you'd get results like in Image B, which looks like PS1 games did...

If you want to disable perspective-correction and see the PS1-esque results for yourself, then at the end of your vertex shader, perform the perspective division yourself (which also sets w to 1, which disables the above 3 steps)
output.position /= output.position.w;//disable hardware perspective correction
If you want to verify that the above 3 steps are what actually happens, then create the hidden "1/w" interpolant yourself and use it in the PS:
VS:
output.texcoord /= output.position.w; // step 1
output.hidden = 1/output.position.w; // step 2
output.position /= output.position.w;//disable hardware perspective correction
PS:
input.texcood /= input.hidden; // step 3
This code should give you the same results as the regular, built-in hardware version... except that doing "output.position /= output.position.w" in the VS can cause the GPU to cause some clipping problems, etc...

However, none of this is necessary. Just use a depth-stencil target instead of a colour target, and don't do anything special to output depth besides just rasterizing triangles as usual and have the hardware write them to the depth buffer.

^This is worth repeating though. If you simply want to output z/w to a texture, then use a depth-stencil target and just let the rasterizer do it all automatically.

Why would oDepth be divided by oPos.w automatically? It uses the TEXCOORD0 semantic, not SV_Position.

The position semantic is special -- it's used by the rasterizer to figure out how all the other values should be interpolated.

>i.e. oDepth is divided by oPos.w automatically in-between the vertex and pixel shader, during rasterization/interpolation.
So if in the vertex shader you write "oDepth = oPos.z/oPos.w", then in the pixel shader, oDepth will equal oPos.z/oPos.w/oPos.w.

I had this slightly wrong; what happens in normal usage is that the PS receives:
PS.input.oDepth = interpolate(oPos.z/oPos.w)*interpolate(oPos.w)

if in the vertex shader you write "oDepth = oPos.z/oPos.w", then in the pixel shader you get:
PS.input.oDepth = interpolate(oPos.z/oPos.w/oPos.w)*interpolate(oPos.w)



Say you've got some regular code like this:

VS:
output.pos = mul(...);
output.texcoord = ...
PS:
float color = tex2D( input.texcoord );
The hardware will perform perspective correct interpolation of all your PS-inputs/VS-outputs.
It does this by:
1) At the end of the vertex shader, every interpolant is divided by w.
2) An extra hidden interpolant is created, which holds the value of 1/w.
3) At the start of the pixel shader, every interpolant is divided by the interpolated value of 1/w.

Thanks to the GPU doing this behind the scenes, you get results like in Image A here, otherwise if the GPU didn't do this, you'd get results like in Image B, which looks like PS1 games did...

If you want to disable perspective-correction and see the PS1-esque results for yourself, then at the end of your vertex shader, perform the perspective division yourself (which also sets w to 1, which disables the above 3 steps)

output.position /= output.position.w;//disable hardware perspective correction
If you want to verify that the above 3 steps are what actually happens, then create the hidden "1/w" interpolant yourself and use it in the PS:

VS:
output.texcoord /= output.position.w; // step 1
output.hidden = 1/output.position.w; // step 2
output.position /= output.position.w;//disable hardware perspective correction
PS:
input.texcood /= input.hidden; // step 3
This code should give you the same results as the regular, built-in hardware version... except that doing "output.position /= output.position.w" in the VS can cause the GPU to cause some clipping problems, etc...

However, none of this is necessary. Just use a depth-stencil target instead of a colour target, and don't do anything special to output depth besides just rasterizing triangles as usual and have the hardware write them to the depth buffer.

^This is worth repeating though. If you simply want to output z/w to a texture, then use a depth-stencil target and just let the rasterizer do it all automatically.

Thanks to your reply, Actually I know what hardware rasterizer does. I implement a software D3D10 like rasterizer before.

I post this topic just to verify what it the right way to output the non-linear z/w depth if not use depth-stencil target. Shader Version 1 or Version 2 ? Because so many shader online use version 1 while others use version 2.

PS: we can also use type qualifier to control the interpolation method, See Interpolation Modifier in HLSL.

I post this topic just to verify what it the right way to output the non-linear z/w depth if not use depth-stencil target. Shader Version 1 or Version 2 ? Because so many shader online use version 1 while others use version 2.

PS: we can also use type qualifier to control the interpolation method, See Interpolation Modifier in HLSL.

Shader model 1 doesn't even have pixel shaders wink.png If you're using D3D11, then you'll be using SM 2, 4 or 5 (depending if you use the 9, 10 or 11 feature level). Perspective correct interpolation works the same in every shader model, except that in 4/5 you can use the modifiers that you mention.

In SM 2/3, without these modifiers, I guess that if you want to get per-pixel interpolated(z)/interpolated(w), you'd output z*w and w in the vertex shader:


VS output:
pos = float4(x,y,z,w);
o   = float2(z*w, w);
 
Interpolator performs per pixel:
o.x = interpolate(z*w/w)/interpolate(1/w) == interpolate(z)/interpolate(1/w)
o.y = interpolate(w/w)/interpolate(1/w) == 1/interpolate(1/w)
 
Ps code:
float depthBuf = o.x / o.y / o.y;
// depthBuf == interpolate(z)/interpolate(1/w) / (1/interpolate(1/w)) / (1/interpolate(1/w))
// depthBuf == interpolate(z)/interpolate(1/w) * interpolate(1/w) * interpolate(1/w)
// depthBuf == interpolate(z) * interpolate(1/w)

This is confusing though, I might have made a mistake wacko.png

Why not just use a depth buffer? wink.png tongue.png

I post this topic just to verify what it the right way to output the non-linear z/w depth if not use depth-stencil target. Shader Version 1 or Version 2 ? Because so many shader online use version 1 while others use version 2.

PS: we can also use type qualifier to control the interpolation method, See Interpolation Modifier in HLSL.

Shader model 1 doesn't even have pixel shaders wink.png If you're using D3D11, then you'll be using SM 2, 4 or 5 (depending if you use the 9, 10 or 11 feature level). Perspective correct interpolation works the same in every shader model, except that in 4/5 you can use the modifiers that you mention.

In SM 2/3, without these modifiers, I guess that if you want to get per-pixel interpolated(z)/interpolated(w), you'd output z*w and w in the vertex shader:


VS output:
pos = float4(x,y,z,w);
o   = float2(z*w, w);
 
Interpolator performs per pixel:
o.x = interpolate(z*w/w)/interpolate(1/w) == interpolate(z)/interpolate(1/w)
o.y = interpolate(w/w)/interpolate(1/w) == 1/interpolate(1/w)
 
Ps code:
float depthBuf = o.x / o.y / o.y;
// depthBuf == interpolate(z)/interpolate(1/w) / (1/interpolate(1/w)) / (1/interpolate(1/w))
// depthBuf == interpolate(z)/interpolate(1/w) * interpolate(1/w) * interpolate(1/w)
// depthBuf == interpolate(z) * interpolate(1/w)

This is confusing though, I might have made a mistake wacko.png

Why not just use a depth buffer? wink.png tongue.png

Yeah, instead of output a non-linear depth buffer, I can use the system back depth buffer directly. I just want to know why the version 1 shader is wrong.

I have found that divide w in vertex shader is a wrong way. because w may less than 0. So the version 2 is right.

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