// 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. struct FfxDebugViewport { 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, FfxDebugViewport vp) { FfxFloat32x2 fUv = (FfxFloat32x2(iPxPos - vp.offset) + 0.5f) / vp.size; return fUv; } FfxFloat32x3 getMotionVectorColor(FfxFloat32x2 fMotionVector) { return FfxFloat32x3(0.5f + fMotionVector * RenderSize() * 0.5f, 0.5f); } FfxFloat32x4 getUnusedIndicationColor(FfxInt32x2 iPxPos, FfxDebugViewport 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 drawDilatedMotionVectors(FfxInt32x2 iPxPos, FfxDebugViewport vp) { FfxFloat32x2 fUv = getTransformedUv(iPxPos, vp); FfxFloat32x2 fUv_HW = ClampUv(fUv, RenderSize(), MaxRenderSize()); FfxFloat32x2 fMotionVector = SampleDilatedMotionVector(fUv_HW); StoreUpscaledOutput(iPxPos, getMotionVectorColor(fMotionVector)); } void drawDisocclusionMask(FfxInt32x2 iPxPos, FfxDebugViewport vp) { FfxFloat32x2 fUv = getTransformedUv(iPxPos, vp); FfxFloat32x2 fUv_HW = ClampUv(fUv, RenderSize(), MaxRenderSize()); FfxFloat32 fDisocclusionFactor = ffxSaturate(SampleDilatedReactiveMasks(fUv_HW)[DISOCCLUSION]); StoreUpscaledOutput(iPxPos, FfxFloat32x3(0, fDisocclusionFactor, 0)); } void drawDetailProtectionTakedown(FfxInt32x2 iPxPos, FfxDebugViewport vp) { FfxFloat32x2 fUv = getTransformedUv(iPxPos, vp); FfxFloat32x2 fUv_HW = ClampUv(fUv, RenderSize(), MaxRenderSize()); FfxFloat32 fProtectionTakedown = ffxSaturate(SampleDilatedReactiveMasks(fUv_HW)[REACTIVE]); StoreUpscaledOutput(iPxPos, FfxFloat32x3(0, fProtectionTakedown, 0)); } void drawReactiveness(FfxInt32x2 iPxPos, FfxDebugViewport vp) { FfxFloat32x2 fUv = getTransformedUv(iPxPos, vp); FfxFloat32x2 fUv_HW = ClampUv(fUv, RenderSize(), MaxRenderSize()); FfxFloat32 fShadingChange = ffxSaturate(SampleDilatedReactiveMasks(fUv_HW)[SHADING_CHANGE]); StoreUpscaledOutput(iPxPos, FfxFloat32x3(0, fShadingChange, 0)); } void drawProtectedAreas(FfxInt32x2 iPxPos, FfxDebugViewport vp) { FfxFloat32x2 fUv = getTransformedUv(iPxPos, vp); FfxFloat32 fProtection = ffxSaturate(SampleHistory(fUv).w - fLockThreshold); StoreUpscaledOutput(iPxPos, FfxFloat32x3(fProtection, 0, 0)); } void drawDilatedDepthInMeters(FfxInt32x2 iPxPos, FfxDebugViewport vp) { FfxFloat32x2 fUv = getTransformedUv(iPxPos, vp); FfxFloat32x2 fUv_HW = ClampUv(fUv, RenderSize(), MaxRenderSize()); const FfxFloat32 fDilatedDepth = SampleDilatedDepth(fUv_HW); const FfxFloat32 fDepthInMeters = GetViewSpaceDepthInMeters(fDilatedDepth); StoreUpscaledOutput(iPxPos, FfxFloat32x3(ffxSaturate(fDepthInMeters / 25.0f), 0, 0)); } FfxBoolean pointIsInsideViewport(FfxInt32x2 iPxPos, FfxDebugViewport 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 DebugView(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(UpscaleSize() * fViewportScale); // compute grid [y][x] for easier placement of viewports FfxDebugViewport 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(drawDilatedMotionVectors, iPxPos, vp[0][0]); DRAW_VIEWPORT(drawProtectedAreas, iPxPos, vp[0][1]); DRAW_VIEWPORT(drawDilatedDepthInMeters, iPxPos, vp[0][2]); // bottom row DRAW_VIEWPORT(drawDisocclusionMask, iPxPos, vp[2][0]); DRAW_VIEWPORT(drawReactiveness, iPxPos, vp[2][1]); DRAW_VIEWPORT(drawDetailProtectionTakedown, iPxPos, vp[2][2]); }