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