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// 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