mirror of
https://github.com/baldurk/renderdoc.git
synced 2026-05-28 12:51:03 +00:00
519 lines
13 KiB
HLSL
519 lines
13 KiB
HLSL
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2014 Crytek
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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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******************************************************************************/
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v2f RENDERDOC_DebugVS(uint vertID : SV_VertexID)
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{
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v2f OUT = (v2f)0;
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float2 positions[] = {
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float2(0.0f, 0.0f),
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float2(0.0f, -1.0f),
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float2(1.0f, 0.0f),
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float2(1.0f, -1.0f),
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};
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float2 pos = positions[vertID];
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if(LineStrip)
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{
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float2 strippositions[] = {
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float2(0.0f, 0.0f),
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float2(1.0f, 0.0f),
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float2(1.0f, -1.0f),
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float2(0.0f, -1.0f),
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};
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pos = strippositions[vertID];
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}
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OUT.pos = float4(Position.xy + pos.xy*TextureResolution.xy*Scale*ScreenAspect.xy, 0, 1)-float4(1.0,-1.0,0,0);
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OUT.tex.xy = float2(pos.x, -pos.y);
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return OUT;
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}
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// main texture display shader, used for the texture viewer. It samples the right resource
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// for the type and applies things like the range check and channel masking.
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// It also does a couple of overlays that we can get 'free' like NaN/inf checks
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// or range clipping
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float4 RENDERDOC_TexDisplayPS(v2f IN) : SV_Target0
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{
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bool uintTex = OutputDisplayFormat & TEXDISPLAY_UINT_TEX;
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bool sintTex = OutputDisplayFormat & TEXDISPLAY_SINT_TEX;
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float4 col = 0;
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uint4 ucol = 0;
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int4 scol = 0;
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float2 uvTex = IN.tex.xy;
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if(FlipY)
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uvTex.y = 1.0f - uvTex.y;
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if(uintTex)
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{
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ucol = SampleTextureUInt4(OutputDisplayFormat & TEXDISPLAY_TYPEMASK,
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uvTex, Slice, MipLevel, SampleIdx, TextureResolutionPS);
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}
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else if(sintTex)
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{
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scol = SampleTextureInt4 (OutputDisplayFormat & TEXDISPLAY_TYPEMASK,
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uvTex, Slice, MipLevel, SampleIdx, TextureResolutionPS);
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}
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else
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{
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col = SampleTextureFloat4(OutputDisplayFormat & TEXDISPLAY_TYPEMASK, (ScalePS < 1 && MipLevel == 0),
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uvTex, Slice, MipLevel, SampleIdx, TextureResolutionPS);
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}
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if(RawOutput)
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{
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if(uintTex)
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return asfloat(ucol);
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else if(sintTex)
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return asfloat(scol);
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else
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return col;
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}
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// RGBM encoding
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if(WireframeColour.x > 0.0f)
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{
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if(uintTex)
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ucol = float4(ucol.rgb * ucol.a * (uint)(WireframeColour.x), 1.0f);
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else if(sintTex)
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scol = float4(scol.rgb * scol.a * (int)(WireframeColour.x), 1.0f);
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else
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col = float4(col.rgb * col.a * WireframeColour.x, 1.0f);
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}
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if(uintTex)
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col = (float4)(ucol);
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else if(sintTex)
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col = (float4)(scol);
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col = ((col - RangeMinimum)*InverseRangeSize);
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col = lerp(float4(0,0,0,1), col, Channels);
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// show nans, infs and negatives
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if(OutputDisplayFormat & TEXDISPLAY_NANS)
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{
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if(isnan(col.r) || isnan(col.g) || isnan(col.b) || isnan(col.a))
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return float4(1, 0, 0, 1);
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if(isinf(col.r) || isinf(col.g) || isinf(col.b) || isinf(col.a))
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return float4(0, 1, 0, 1);
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if(col.r < 0 || col.g < 0 || col.b < 0 || col.a < 0)
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return float4(0, 0, 1, 1);
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col = float4(dot(col.xyz, float3(0.2126, 0.7152, 0.0722)).xxx, 1);
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}
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else if(OutputDisplayFormat & TEXDISPLAY_CLIPPING)
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{
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if(col.r < 0 || col.g < 0 || col.b < 0 || col.a < 0)
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return float4(1, 0, 0, 1);
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if(col.r > 1 || col.g > 1 || col.b > 1 || col.a > 1)
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return float4(0, 1, 0, 1);
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col = float4(dot(col.xyz, float3(0.2126, 0.7152, 0.0722)).xxx, 1);
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}
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else
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{
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// if only one channel is selected
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if(dot(Channels, 1) == 1)
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{
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// if it's alpha, just move it into rgb
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// otherwise, select the channel that's on and replicate it across all channels
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if(Channels.a == 1)
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col = float4(col.aaa, 1);
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else
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col = float4(dot(col.rgb, 1).xxx, 1);
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}
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}
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if(OutputDisplayFormat & TEXDISPLAY_GAMMA_CURVE)
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{
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col.rgb = pow(saturate(col.rgb), 2.2f);
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}
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return col;
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}
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struct MultipleOutput
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{
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float4 col0 : SV_Target0;
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float4 col1 : SV_Target1;
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float4 col2 : SV_Target2;
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float4 col3 : SV_Target3;
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float4 col4 : SV_Target4;
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float4 col5 : SV_Target5;
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float4 col6 : SV_Target6;
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float4 col7 : SV_Target7;
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};
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struct wireframeV2F
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{
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float4 pos : SV_Position;
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float3 norm : Normal;
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float3 color : COLOR;
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float2 tex : TEXCOORD0;
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};
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wireframeV2F RENDERDOC_WireframeHomogVS(float4 pos : POSITION, uint vid : SV_VertexID)
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{
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wireframeV2F OUT = (wireframeV2F)0;
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OUT.pos = mul(pos, ModelViewProj);
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float2 psprite[4] =
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{
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float2(-1.0f, -1.0f),
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float2(-1.0f, 1.0f),
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float2( 1.0f, -1.0f),
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float2( 1.0f, 1.0f)
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};
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OUT.pos.xy += SpriteSize.xy*0.01f*psprite[vid%4]*OUT.pos.w;
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return OUT;
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}
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struct meshA2V
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{
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float3 pos : pos;
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float2 tex : tex;
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float3 color : col;
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};
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wireframeV2F RENDERDOC_MeshVS(meshA2V IN, uint vid : SV_VertexID)
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{
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wireframeV2F OUT = (wireframeV2F)0;
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OUT.pos = mul(float4(IN.pos, 1), ModelViewProj);
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OUT.norm = float3(0, 0, 1);
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OUT.color = IN.color;
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OUT.tex = IN.tex;
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return OUT;
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}
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[maxvertexcount(3)]
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void RENDERDOC_MeshGS(triangle wireframeV2F input[3], inout TriangleStream<wireframeV2F> TriStream)
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{
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wireframeV2F output;
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float4 faceEdgeA = mul(input[1].pos, InvProj) - mul(input[0].pos, InvProj);
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float4 faceEdgeB = mul(input[2].pos, InvProj) - mul(input[0].pos, InvProj);
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float3 faceNormal = normalize( cross(faceEdgeA.xyz, faceEdgeB.xyz) );
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for(int i=0; i<3; i++)
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{
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output.pos = input[i].pos;
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output.norm = faceNormal;
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output.color = input[i].color;
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output.tex = input[i].tex;
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TriStream.Append(output);
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}
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TriStream.RestartStrip();
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}
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float4 RENDERDOC_MeshPS(wireframeV2F IN) : SV_Target0
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{
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uint type = OutputDisplayFormat;
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if(type == MESHDISPLAY_TEXCOORD)
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return float4(IN.tex.xy, 0, 1);
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else if(type == MESHDISPLAY_COLOR)
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return float4(IN.color.xyz, 1);
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else if(type == MESHDISPLAY_FACELIT)
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{
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float3 lightDir = normalize(float3(0, -0.3f, -1));
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return float4(WireframeColour.xyz*saturate(dot(lightDir, IN.norm)), 1);
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}
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else //if(type == MESHDISPLAY_SOLID)
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return float4(WireframeColour.xyz, 1);
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}
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wireframeV2F RENDERDOC_WireframeVS(float3 pos : POSITION, uint vid : SV_VertexID)
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{
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wireframeV2F OUT = (wireframeV2F)0;
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OUT.pos = mul(float4(pos, 1), ModelViewProj);
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float2 psprite[4] =
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{
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float2(-1.0f, -1.0f),
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float2(-1.0f, 1.0f),
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float2( 1.0f, -1.0f),
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float2( 1.0f, 1.0f)
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};
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OUT.pos.xy += SpriteSize.xy*0.01f*psprite[vid%4]*OUT.pos.w;
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return OUT;
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}
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wireframeV2F RENDERDOC_FullscreenVS(uint id : SV_VertexID)
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{
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wireframeV2F OUT = (wireframeV2F)0;
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float4 pos[] = {
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float4( -1.0f, 1.0f, 0.0f, 1.0f),
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float4( 3.0f, 1.0f, 0.0f, 1.0f),
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float4( -1.0f, -3.0f, 0.0f, 1.0f)
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};
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float2 uv[] = {
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float2(0.0f, 0.0f),
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float2(2.0f, 0.0f),
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float2(0.0f, 2.0f)
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};
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OUT.pos = pos[id];
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OUT.tex = uv[id];
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OUT.norm = float3(0, 0, 1);
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OUT.color = float3(1, 1, 1);
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return OUT;
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}
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MultipleOutput RENDERDOC_WireframePS(wireframeV2F IN)
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{
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MultipleOutput OUT = (MultipleOutput)0;
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OUT.col0 =
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OUT.col1 =
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OUT.col2 =
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OUT.col3 =
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OUT.col4 =
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OUT.col5 =
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OUT.col6 =
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OUT.col7 =
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float4(WireframeColour.xyz, 1);
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return OUT;
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}
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cbuffer overlayconsts : register(b1)
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{
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float4 overlaycol;
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};
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MultipleOutput RENDERDOC_OverlayPS(float4 IN : SV_Position)
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{
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MultipleOutput OUT = (MultipleOutput)0;
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OUT.col0 =
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OUT.col1 =
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OUT.col2 =
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OUT.col3 =
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OUT.col4 =
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OUT.col5 =
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OUT.col6 =
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OUT.col7 =
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overlaycol;
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return OUT;
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}
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float4 RENDERDOC_CheckerboardPS(float4 IN : SV_Position) : SV_Target0
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{
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float2 ab = fmod(IN.xy, 128.0.xx);
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if(
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(ab.x < 64 && ab.y < 64) ||
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(ab.x > 64 && ab.y > 64)
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)
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{
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return float4(sqrt(WireframeColour.rgb), 1);
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}
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return float4(sqrt(Channels.rgb), 1);
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}
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////////////////////////////////////////////////////////////////////////////////////////////
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// Below shaders courtesy of Stephen Hill (@self_shadow)
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//
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// http://blog.selfshadow.com/2012/11/12/counting-quads/
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// https://github.com/selfshadow/demos/blob/master/QuadShading/QuadShading.fx
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////////////////////////////////////////////////////////////////////////////////////////////
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RWTexture2DArray<uint> overdrawUAV : register(u0);
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Texture2DArray<uint> overdrawSRV : register(t0);
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cbuffer overdrawRampCBuf : register(b0)
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{
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const float4 overdrawRampColours[21];
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};
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[earlydepthstencil]
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void RENDERDOC_QuadOverdrawPS(float4 vpos : SV_Position, uint c0 : SV_Coverage)
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{
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// Obtain coverage for all pixels in the quad, via 'message passing'*.
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// (* For more details, see:
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// "Shader Amortization using Pixel Quad Message Passing", Eric Penner, GPU Pro 2.)
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uint2 p = uint2(vpos.xy) & 1;
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int2 sign = p ? -1 : 1;
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uint c1 = c0 + sign.x*ddx_fine(c0);
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uint c2 = c0 + sign.y*ddy_fine(c0);
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uint c3 = c2 + sign.x*ddx_fine(c2);
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// Count the live pixels, minus 1 (zero indexing)
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uint pixelCount = c0 + c1 + c2 + c3 - 1;
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uint3 quad = uint3(vpos.xy*0.5, pixelCount);
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InterlockedAdd(overdrawUAV[quad], 1);
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}
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float4 ToColour(uint v)
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{
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return overdrawRampColours[min(v, 20)];
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}
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float4 RENDERDOC_QOResolvePS(float4 vpos : SV_POSITION) : SV_Target0
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{
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uint2 quad = vpos.xy*0.5;
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uint overdraw = 0;
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for(int i = 0; i < 4; i++)
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overdraw += overdrawSRV[uint3(quad, i)]/(i + 1);
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return ToColour(overdraw);
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}
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////////////////////////////////////////////////////////////////////////////////////////////
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// Above shaders courtesy of Stephen Hill (@self_shadow)
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//
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// http://blog.selfshadow.com/2012/11/12/counting-quads/
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// https://github.com/selfshadow/demos/blob/master/QuadShading/QuadShading.fx
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////////////////////////////////////////////////////////////////////////////////////////////
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cbuffer cb0 : register(b0)
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{
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uint3 src_coord;
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bool multisampled;
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bool is_float;
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bool is_uint;
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bool is_int;
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uint padding;
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};
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cbuffer cb1 : register(b1)
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{
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uint2 dst_coord;
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bool copy_depth;
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bool copy_stencil;
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};
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Texture2DArray<float2> copyin_depth : register(t0);
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Texture2DArray<uint2> copyin_stencil : register(t1);
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Texture2DMSArray<float2> copyin_depth_ms : register(t2);
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Texture2DMSArray<uint2> copyin_stencil_ms : register(t3);
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Texture2DArray<float4> copyin_float : register(t4);
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Texture2DMSArray<float4> copyin_float_ms : register(t5);
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Texture2DArray<uint4> copyin_uint : register(t6);
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Texture2DMSArray<uint4> copyin_uint_ms : register(t7);
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Texture2DArray<int4> copyin_int : register(t8);
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Texture2DMSArray<int4> copyin_int_ms : register(t9);
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RWTexture2D<float2> copyout_depth : register(u0);
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RWTexture2D<float4> copyout_float : register(u1);
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RWTexture2D<uint4> copyout_uint : register(u2);
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RWTexture2D<int4> copyout_int : register(u3);
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[numthreads(1, 1, 1)]
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void RENDERDOC_PixelHistoryUnused()
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{
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copyout_depth[dst_coord.xy].rg = float2(-1.0f, -1.0f);
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}
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[numthreads(1, 1, 1)]
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void RENDERDOC_PixelHistoryCopyPixel()
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{
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if(multisampled)
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{
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if(copy_depth || copy_stencil)
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{
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float2 val = float2(copyin_depth_ms.sample[src_coord.z][uint3(src_coord.xy, 0)].r, -1.0f);
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if(copy_stencil) val.g = (float)copyin_stencil_ms.sample[src_coord.z][uint3(src_coord.xy, 0)].g;
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copyout_depth[dst_coord.xy].rg = val;
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}
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else
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{
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if(is_float)
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{
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copyout_float[dst_coord.xy] = copyin_float_ms.sample[src_coord.z][uint3(src_coord.xy, 0)];
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}
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else if(is_uint)
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{
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copyout_uint[dst_coord.xy] = copyin_uint_ms.sample[src_coord.z][uint3(src_coord.xy, 0)];
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}
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else if(is_int)
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{
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copyout_int[dst_coord.xy] = copyin_int_ms.sample[src_coord.z][uint3(src_coord.xy, 0)];
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}
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}
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}
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else
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{
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if(copy_depth || copy_stencil)
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{
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float2 val = float2(copyin_depth[uint3(src_coord.xy, 0)].r, -1.0f);
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if(copy_stencil) val.g = (float)copyin_stencil[uint3(src_coord.xy, 0)].g;
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copyout_depth[dst_coord.xy].rg = val;
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}
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else
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{
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if(is_float)
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{
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copyout_float[dst_coord.xy] = copyin_float[uint3(src_coord.xy, 0)];
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}
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|
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;
|
|
}
|