// This file is part of the FidelityFX SDK. // // Copyright (C) 2024 Advanced Micro Devices, Inc. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files(the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and /or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions : // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. #ifndef FFX_FRAMEINTERPOLATION_DEBUG_VIEW_H #define FFX_FRAMEINTERPOLATION_DEBUG_VIEW_H struct FfxFrameInterpolationDebugViewport { FfxInt32x2 offset; FfxInt32x2 size; }; // Macro to cull and draw debug viewport #define DRAW_VIEWPORT(function, pos, vp) \ { \ if (pointIsInsideViewport(pos, vp)) \ { \ function(pos, vp); \ } \ } FfxFloat32x2 getTransformedUv(FfxInt32x2 iPxPos, FfxFrameInterpolationDebugViewport vp) { FfxFloat32x2 fUv = (FfxFloat32x2(iPxPos - vp.offset) + 0.5f) / vp.size; return fUv; } FfxFloat32x4 getMotionVectorColor(FfxFloat32x2 fMotionVector) { return FfxFloat32x4(0.5f + fMotionVector * DisplaySize() * 0.1f, 0.5f, 1.0f); } FfxFloat32x4 getUnusedIndicationColor(FfxInt32x2 iPxPos, FfxFrameInterpolationDebugViewport vp) { FfxInt32x2 basePos = iPxPos - vp.offset; FfxFloat32 ar = FfxFloat32(vp.size.x) / FfxFloat32(vp.size.y); return FfxFloat32x4(basePos.x == FfxInt32(basePos.y * ar), 0, 0, 1); } void drawGameMotionVectorFieldVectors(FfxInt32x2 iPxPos, FfxFrameInterpolationDebugViewport vp) { FfxFloat32x2 fUv = getTransformedUv(iPxPos, vp); VectorFieldEntry gameMv; LoadInpaintedGameFieldMv(fUv, gameMv); StoreFrameinterpolationOutput(iPxPos, getMotionVectorColor(gameMv.fMotionVector)); } void drawGameMotionVectorFieldDepthPriority(FfxInt32x2 iPxPos, FfxFrameInterpolationDebugViewport vp) { FfxFloat32x2 fUv = getTransformedUv(iPxPos, vp); VectorFieldEntry gameMv; LoadInpaintedGameFieldMv(fUv, gameMv); StoreFrameinterpolationOutput(iPxPos, FfxFloat32x4(0, gameMv.uHighPriorityFactor, 0, 1)); } void drawOpticalFlowMotionVectorField(FfxInt32x2 iPxPos, FfxFrameInterpolationDebugViewport vp) { FfxFloat32x2 fUv = getTransformedUv(iPxPos, vp); VectorFieldEntry ofMv; SampleOpticalFlowMotionVectorField(fUv, ofMv); StoreFrameinterpolationOutput(iPxPos, getMotionVectorColor(ofMv.fMotionVector)); } void drawDisocclusionMask(FfxInt32x2 iPxPos, FfxFrameInterpolationDebugViewport vp) { FfxFloat32x2 fUv = getTransformedUv(iPxPos, vp); FfxFloat32x2 fLrUv = fUv * (FfxFloat32x2(RenderSize()) / GetMaxRenderSize()); FfxFloat32x2 fDisocclusionFactor = ffxSaturate(SampleDisocclusionMask(fLrUv).xy); StoreFrameinterpolationOutput(iPxPos, FfxFloat32x4(fDisocclusionFactor, 0, 1)); } void drawPresentBackbuffer(FfxInt32x2 iPxPos, FfxFrameInterpolationDebugViewport vp) { FfxFloat32x2 fUv = getTransformedUv(iPxPos, vp); FfxFloat32x4 fPresentColor = getUnusedIndicationColor(iPxPos, vp); if (GetHUDLessAttachedFactor() == 1) { fPresentColor = SamplePresentBackbuffer(fUv); } StoreFrameinterpolationOutput(iPxPos, fPresentColor); } void drawCurrentInterpolationSource(FfxInt32x2 iPxPos, FfxFrameInterpolationDebugViewport vp) { FfxFloat32x2 fUv = getTransformedUv(iPxPos, vp); FfxFloat32x4 fCurrentBackBuffer = FfxFloat32x4(SampleCurrentBackbuffer(fUv), 1.0f); StoreFrameinterpolationOutput(iPxPos, fCurrentBackBuffer); } FfxBoolean pointIsInsideViewport(FfxInt32x2 iPxPos, FfxFrameInterpolationDebugViewport vp) { FfxInt32x2 extent = vp.offset + vp.size; return (iPxPos.x >= vp.offset.x && iPxPos.x < extent.x) && (iPxPos.y >= vp.offset.y && iPxPos.y < extent.y); } void computeDebugView(FfxInt32x2 iPxPos) { #define VIEWPORT_GRID_SIZE_X 3 #define VIEWPORT_GRID_SIZE_Y 3 FfxFloat32x2 fViewportScale = FfxFloat32x2(1.0f / VIEWPORT_GRID_SIZE_X, 1.0f / VIEWPORT_GRID_SIZE_Y); FfxInt32x2 iViewportSize = FfxInt32x2(DisplaySize() * fViewportScale); // compute grid [y][x] for easier placement of viewports FfxFrameInterpolationDebugViewport vp[VIEWPORT_GRID_SIZE_Y][VIEWPORT_GRID_SIZE_X]; for (FfxInt32 y = 0; y < VIEWPORT_GRID_SIZE_Y; y++) { for (FfxInt32 x = 0; x < VIEWPORT_GRID_SIZE_X; x++) { vp[y][x].offset = iViewportSize * FfxInt32x2(x, y); vp[y][x].size = iViewportSize; } } // top row DRAW_VIEWPORT(drawGameMotionVectorFieldVectors, iPxPos, vp[0][0]); DRAW_VIEWPORT(drawGameMotionVectorFieldDepthPriority, iPxPos, vp[0][1]); DRAW_VIEWPORT(drawOpticalFlowMotionVectorField, iPxPos, vp[0][2]); // bottom row DRAW_VIEWPORT(drawDisocclusionMask, iPxPos, vp[2][0]); DRAW_VIEWPORT(drawCurrentInterpolationSource, iPxPos, vp[2][1]); DRAW_VIEWPORT(drawPresentBackbuffer, iPxPos, vp[2][2]); } #endif // FFX_FRAMEINTERPOLATION_DEBUG_VIEW_H