Files
renderdoc/renderdoc/data/hlsl/debugdisplay.hlsl
T
2014-11-02 19:34:22 +00:00

519 lines
13 KiB
HLSL

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2014 Crytek
*
* 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.
******************************************************************************/
v2f RENDERDOC_DebugVS(uint vertID : SV_VertexID)
{
v2f OUT = (v2f)0;
float2 positions[] = {
float2(0.0f, 0.0f),
float2(0.0f, -1.0f),
float2(1.0f, 0.0f),
float2(1.0f, -1.0f),
};
float2 pos = positions[vertID];
if(LineStrip)
{
float2 strippositions[] = {
float2(0.0f, 0.0f),
float2(1.0f, 0.0f),
float2(1.0f, -1.0f),
float2(0.0f, -1.0f),
};
pos = strippositions[vertID];
}
OUT.pos = float4(Position.xy + pos.xy*TextureResolution.xy*Scale*ScreenAspect.xy, 0, 1)-float4(1.0,-1.0,0,0);
OUT.tex.xy = float2(pos.x, -pos.y);
return OUT;
}
// main texture display shader, used for the texture viewer. It samples the right resource
// for the type and applies things like the range check and channel masking.
// It also does a couple of overlays that we can get 'free' like NaN/inf checks
// or range clipping
float4 RENDERDOC_TexDisplayPS(v2f IN) : SV_Target0
{
bool uintTex = OutputDisplayFormat & TEXDISPLAY_UINT_TEX;
bool sintTex = OutputDisplayFormat & TEXDISPLAY_SINT_TEX;
float4 col = 0;
uint4 ucol = 0;
int4 scol = 0;
float2 uvTex = IN.tex.xy;
if(FlipY)
uvTex.y = 1.0f - uvTex.y;
if(uintTex)
{
ucol = SampleTextureUInt4(OutputDisplayFormat & TEXDISPLAY_TYPEMASK,
uvTex, Slice, MipLevel, SampleIdx, TextureResolutionPS);
}
else if(sintTex)
{
scol = SampleTextureInt4 (OutputDisplayFormat & TEXDISPLAY_TYPEMASK,
uvTex, Slice, MipLevel, SampleIdx, TextureResolutionPS);
}
else
{
col = SampleTextureFloat4(OutputDisplayFormat & TEXDISPLAY_TYPEMASK, (ScalePS < 1 && MipLevel == 0),
uvTex, Slice, MipLevel, SampleIdx, TextureResolutionPS);
}
if(RawOutput)
{
if(uintTex)
return asfloat(ucol);
else if(sintTex)
return asfloat(scol);
else
return col;
}
// RGBM encoding
if(WireframeColour.x > 0.0f)
{
if(uintTex)
ucol = float4(ucol.rgb * ucol.a * (uint)(WireframeColour.x), 1.0f);
else if(sintTex)
scol = float4(scol.rgb * scol.a * (int)(WireframeColour.x), 1.0f);
else
col = float4(col.rgb * col.a * WireframeColour.x, 1.0f);
}
if(uintTex)
col = (float4)(ucol);
else if(sintTex)
col = (float4)(scol);
col = ((col - RangeMinimum)*InverseRangeSize);
col = lerp(float4(0,0,0,1), col, Channels);
// show nans, infs and negatives
if(OutputDisplayFormat & TEXDISPLAY_NANS)
{
if(isnan(col.r) || isnan(col.g) || isnan(col.b) || isnan(col.a))
return float4(1, 0, 0, 1);
if(isinf(col.r) || isinf(col.g) || isinf(col.b) || isinf(col.a))
return float4(0, 1, 0, 1);
if(col.r < 0 || col.g < 0 || col.b < 0 || col.a < 0)
return float4(0, 0, 1, 1);
col = float4(dot(col.xyz, float3(0.2126, 0.7152, 0.0722)).xxx, 1);
}
else if(OutputDisplayFormat & TEXDISPLAY_CLIPPING)
{
if(col.r < 0 || col.g < 0 || col.b < 0 || col.a < 0)
return float4(1, 0, 0, 1);
if(col.r > 1 || col.g > 1 || col.b > 1 || col.a > 1)
return float4(0, 1, 0, 1);
col = float4(dot(col.xyz, float3(0.2126, 0.7152, 0.0722)).xxx, 1);
}
else
{
// if only one channel is selected
if(dot(Channels, 1) == 1)
{
// if it's alpha, just move it into rgb
// otherwise, select the channel that's on and replicate it across all channels
if(Channels.a == 1)
col = float4(col.aaa, 1);
else
col = float4(dot(col.rgb, 1).xxx, 1);
}
}
if(OutputDisplayFormat & TEXDISPLAY_GAMMA_CURVE)
{
col.rgb = pow(saturate(col.rgb), 2.2f);
}
return col;
}
struct MultipleOutput
{
float4 col0 : SV_Target0;
float4 col1 : SV_Target1;
float4 col2 : SV_Target2;
float4 col3 : SV_Target3;
float4 col4 : SV_Target4;
float4 col5 : SV_Target5;
float4 col6 : SV_Target6;
float4 col7 : SV_Target7;
};
struct wireframeV2F
{
float4 pos : SV_Position;
float3 norm : Normal;
float3 color : COLOR;
float2 tex : TEXCOORD0;
};
wireframeV2F RENDERDOC_WireframeHomogVS(float4 pos : POSITION, uint vid : SV_VertexID)
{
wireframeV2F OUT = (wireframeV2F)0;
OUT.pos = mul(pos, ModelViewProj);
float2 psprite[4] =
{
float2(-1.0f, -1.0f),
float2(-1.0f, 1.0f),
float2( 1.0f, -1.0f),
float2( 1.0f, 1.0f)
};
OUT.pos.xy += SpriteSize.xy*0.01f*psprite[vid%4]*OUT.pos.w;
return OUT;
}
struct meshA2V
{
float3 pos : pos;
float2 tex : tex;
float3 color : col;
};
wireframeV2F RENDERDOC_MeshVS(meshA2V IN, uint vid : SV_VertexID)
{
wireframeV2F OUT = (wireframeV2F)0;
OUT.pos = mul(float4(IN.pos, 1), ModelViewProj);
OUT.norm = float3(0, 0, 1);
OUT.color = IN.color;
OUT.tex = IN.tex;
return OUT;
}
[maxvertexcount(3)]
void RENDERDOC_MeshGS(triangle wireframeV2F input[3], inout TriangleStream<wireframeV2F> TriStream)
{
wireframeV2F output;
float4 faceEdgeA = mul(input[1].pos, InvProj) - mul(input[0].pos, InvProj);
float4 faceEdgeB = mul(input[2].pos, InvProj) - mul(input[0].pos, InvProj);
float3 faceNormal = normalize( cross(faceEdgeA.xyz, faceEdgeB.xyz) );
for(int i=0; i<3; i++)
{
output.pos = input[i].pos;
output.norm = faceNormal;
output.color = input[i].color;
output.tex = input[i].tex;
TriStream.Append(output);
}
TriStream.RestartStrip();
}
float4 RENDERDOC_MeshPS(wireframeV2F IN) : SV_Target0
{
uint type = OutputDisplayFormat;
if(type == MESHDISPLAY_TEXCOORD)
return float4(IN.tex.xy, 0, 1);
else if(type == MESHDISPLAY_COLOR)
return float4(IN.color.xyz, 1);
else if(type == MESHDISPLAY_FACELIT)
{
float3 lightDir = normalize(float3(0, -0.3f, -1));
return float4(WireframeColour.xyz*saturate(dot(lightDir, IN.norm)), 1);
}
else //if(type == MESHDISPLAY_SOLID)
return float4(WireframeColour.xyz, 1);
}
wireframeV2F RENDERDOC_WireframeVS(float3 pos : POSITION, uint vid : SV_VertexID)
{
wireframeV2F OUT = (wireframeV2F)0;
OUT.pos = mul(float4(pos, 1), ModelViewProj);
float2 psprite[4] =
{
float2(-1.0f, -1.0f),
float2(-1.0f, 1.0f),
float2( 1.0f, -1.0f),
float2( 1.0f, 1.0f)
};
OUT.pos.xy += SpriteSize.xy*0.01f*psprite[vid%4]*OUT.pos.w;
return OUT;
}
wireframeV2F RENDERDOC_FullscreenVS(uint id : SV_VertexID)
{
wireframeV2F OUT = (wireframeV2F)0;
float4 pos[] = {
float4( -1.0f, 1.0f, 0.0f, 1.0f),
float4( 3.0f, 1.0f, 0.0f, 1.0f),
float4( -1.0f, -3.0f, 0.0f, 1.0f)
};
float2 uv[] = {
float2(0.0f, 0.0f),
float2(2.0f, 0.0f),
float2(0.0f, 2.0f)
};
OUT.pos = pos[id];
OUT.tex = uv[id];
OUT.norm = float3(0, 0, 1);
OUT.color = float3(1, 1, 1);
return OUT;
}
MultipleOutput RENDERDOC_WireframePS(wireframeV2F IN)
{
MultipleOutput OUT = (MultipleOutput)0;
OUT.col0 =
OUT.col1 =
OUT.col2 =
OUT.col3 =
OUT.col4 =
OUT.col5 =
OUT.col6 =
OUT.col7 =
float4(WireframeColour.xyz, 1);
return OUT;
}
cbuffer overlayconsts : register(b1)
{
float4 overlaycol;
};
MultipleOutput RENDERDOC_OverlayPS(float4 IN : SV_Position)
{
MultipleOutput OUT = (MultipleOutput)0;
OUT.col0 =
OUT.col1 =
OUT.col2 =
OUT.col3 =
OUT.col4 =
OUT.col5 =
OUT.col6 =
OUT.col7 =
overlaycol;
return OUT;
}
float4 RENDERDOC_CheckerboardPS(float4 IN : SV_Position) : SV_Target0
{
float2 ab = fmod(IN.xy, 128.0.xx);
if(
(ab.x < 64 && ab.y < 64) ||
(ab.x > 64 && ab.y > 64)
)
{
return float4(sqrt(WireframeColour.rgb), 1);
}
return float4(sqrt(Channels.rgb), 1);
}
////////////////////////////////////////////////////////////////////////////////////////////
// Below shaders courtesy of Stephen Hill (@self_shadow)
//
// http://blog.selfshadow.com/2012/11/12/counting-quads/
// https://github.com/selfshadow/demos/blob/master/QuadShading/QuadShading.fx
////////////////////////////////////////////////////////////////////////////////////////////
RWTexture2DArray<uint> overdrawUAV : register(u0);
Texture2DArray<uint> overdrawSRV : register(t0);
cbuffer overdrawRampCBuf : register(b0)
{
const float4 overdrawRampColours[21];
};
[earlydepthstencil]
void RENDERDOC_QuadOverdrawPS(float4 vpos : SV_Position, uint c0 : SV_Coverage)
{
// Obtain coverage for all pixels in the quad, via 'message passing'*.
// (* For more details, see:
// "Shader Amortization using Pixel Quad Message Passing", Eric Penner, GPU Pro 2.)
uint2 p = uint2(vpos.xy) & 1;
int2 sign = p ? -1 : 1;
uint c1 = c0 + sign.x*ddx_fine(c0);
uint c2 = c0 + sign.y*ddy_fine(c0);
uint c3 = c2 + sign.x*ddx_fine(c2);
// Count the live pixels, minus 1 (zero indexing)
uint pixelCount = c0 + c1 + c2 + c3 - 1;
uint3 quad = uint3(vpos.xy*0.5, pixelCount);
InterlockedAdd(overdrawUAV[quad], 1);
}
float4 ToColour(uint v)
{
return overdrawRampColours[min(v, 20)];
}
float4 RENDERDOC_QOResolvePS(float4 vpos : SV_POSITION) : SV_Target0
{
uint2 quad = vpos.xy*0.5;
uint overdraw = 0;
for(int i = 0; i < 4; i++)
overdraw += overdrawSRV[uint3(quad, i)]/(i + 1);
return ToColour(overdraw);
}
////////////////////////////////////////////////////////////////////////////////////////////
// Above shaders courtesy of Stephen Hill (@self_shadow)
//
// http://blog.selfshadow.com/2012/11/12/counting-quads/
// https://github.com/selfshadow/demos/blob/master/QuadShading/QuadShading.fx
////////////////////////////////////////////////////////////////////////////////////////////
cbuffer cb0 : register(b0)
{
uint3 src_coord;
bool multisampled;
bool is_float;
bool is_uint;
bool is_int;
uint padding;
};
cbuffer cb1 : register(b1)
{
uint2 dst_coord;
bool copy_depth;
bool copy_stencil;
};
Texture2DArray<float2> copyin_depth : register(t0);
Texture2DArray<uint2> copyin_stencil : register(t1);
Texture2DMSArray<float2> copyin_depth_ms : register(t2);
Texture2DMSArray<uint2> copyin_stencil_ms : register(t3);
Texture2DArray<float4> copyin_float : register(t4);
Texture2DMSArray<float4> copyin_float_ms : register(t5);
Texture2DArray<uint4> copyin_uint : register(t6);
Texture2DMSArray<uint4> copyin_uint_ms : register(t7);
Texture2DArray<int4> copyin_int : register(t8);
Texture2DMSArray<int4> copyin_int_ms : register(t9);
RWTexture2D<float2> copyout_depth : register(u0);
RWTexture2D<float4> copyout_float : register(u1);
RWTexture2D<uint4> copyout_uint : register(u2);
RWTexture2D<int4> copyout_int : register(u3);
[numthreads(1, 1, 1)]
void RENDERDOC_PixelHistoryUnused()
{
copyout_depth[dst_coord.xy].rg = float2(-1.0f, -1.0f);
}
[numthreads(1, 1, 1)]
void RENDERDOC_PixelHistoryCopyPixel()
{
if(multisampled)
{
if(copy_depth || copy_stencil)
{
float2 val = float2(copyin_depth_ms.sample[src_coord.z][uint3(src_coord.xy, 0)].r, -1.0f);
if(copy_stencil) val.g = (float)copyin_stencil_ms.sample[src_coord.z][uint3(src_coord.xy, 0)].g;
copyout_depth[dst_coord.xy].rg = val;
}
else
{
if(is_float)
{
copyout_float[dst_coord.xy] = copyin_float_ms.sample[src_coord.z][uint3(src_coord.xy, 0)];
}
else if(is_uint)
{
copyout_uint[dst_coord.xy] = copyin_uint_ms.sample[src_coord.z][uint3(src_coord.xy, 0)];
}
else if(is_int)
{
copyout_int[dst_coord.xy] = copyin_int_ms.sample[src_coord.z][uint3(src_coord.xy, 0)];
}
}
}
else
{
if(copy_depth || copy_stencil)
{
float2 val = float2(copyin_depth[uint3(src_coord.xy, 0)].r, -1.0f);
if(copy_stencil) val.g = (float)copyin_stencil[uint3(src_coord.xy, 0)].g;
copyout_depth[dst_coord.xy].rg = val;
}
else
{
if(is_float)
{
copyout_float[dst_coord.xy] = copyin_float[uint3(src_coord.xy, 0)];
}
else if(is_uint)
{
copyout_uint[dst_coord.xy] = copyin_uint[uint3(src_coord.xy, 0)];
}
else if(is_int)
{
copyout_int[dst_coord.xy] = copyin_int[uint3(src_coord.xy, 0)];
}
}
}
}
float4 RENDERDOC_PrimitiveIDPS(uint prim : SV_PrimitiveID) : SV_Target0
{
return asfloat(prim).xxxx;
}