Add Quad Overdraw debug view mode

This commit is contained in:
Wojtek Figat
2021-10-07 14:59:06 +02:00
parent 949766e3a0
commit 1af5ec8492
22 changed files with 473 additions and 5 deletions

View File

@@ -374,4 +374,18 @@ void PS_Depth(PixelInput input)
#endif
}
#if _PS_QuadOverdraw
#include "./Flax/Editor/QuadOverdraw.hlsl"
// Pixel Shader function for Quad Overdraw Pass (editor-only)
[earlydepthstencil]
META_PS(USE_EDITOR, FEATURE_LEVEL_SM5)
void PS_QuadOverdraw(float4 svPos : SV_Position, uint primId : SV_PrimitiveID)
{
DoQuadOverdraw(svPos, primId);
}
#endif
@9

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@@ -694,4 +694,18 @@ void PS_Depth(PixelInput input)
#endif
}
#if _PS_QuadOverdraw
#include "./Flax/Editor/QuadOverdraw.hlsl"
// Pixel Shader function for Quad Overdraw Pass (editor-only)
[earlydepthstencil]
META_PS(USE_EDITOR, FEATURE_LEVEL_SM5)
void PS_QuadOverdraw(float4 svPos : SV_Position, uint primId : SV_PrimitiveID)
{
DoQuadOverdraw(svPos, primId);
}
#endif
@9

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@@ -594,7 +594,7 @@ void ClipLODTransition(PixelInput input)
// Pixel Shader function for Depth Pass
META_PS(true, FEATURE_LEVEL_ES2)
void PS_Depth(PixelInput input)
{
{
#if USE_DITHERED_LOD_TRANSITION
// LOD masking
ClipLODTransition(input);
@@ -615,4 +615,18 @@ void PS_Depth(PixelInput input)
#endif
}
#if _PS_QuadOverdraw
#include "./Flax/Editor/QuadOverdraw.hlsl"
// Pixel Shader function for Quad Overdraw Pass (editor-only)
[earlydepthstencil]
META_PS(USE_EDITOR, FEATURE_LEVEL_SM5)
void PS_QuadOverdraw(float4 svPos : SV_Position, uint primId : SV_PrimitiveID)
{
DoQuadOverdraw(svPos, primId);
}
#endif
@9

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@@ -458,4 +458,18 @@ void PS_Depth(PixelInput input)
#endif
}
#if _PS_QuadOverdraw
#include "./Flax/Editor/QuadOverdraw.hlsl"
// Pixel Shader function for Quad Overdraw Pass (editor-only)
[earlydepthstencil]
META_PS(USE_EDITOR, FEATURE_LEVEL_SM5)
void PS_QuadOverdraw(float4 svPos : SV_Position, uint primId : SV_PrimitiveID)
{
DoQuadOverdraw(svPos, primId);
}
#endif
@9

BIN
Content/Shaders/Editor/QuadOverdraw.flax (Stored with Git LFS) Normal file

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@@ -1399,6 +1399,7 @@ namespace FlaxEditor.Viewport
new ViewModeOptions(ViewMode.PhysicsColliders, "Physics Colliders"),
new ViewModeOptions(ViewMode.LODPreview, "LOD Preview"),
new ViewModeOptions(ViewMode.MaterialComplexity, "Material Complexity"),
new ViewModeOptions(ViewMode.QuadOverdraw, "Quad Overdraw"),
};
private void WidgetCamSpeedShowHide(Control cm)

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@@ -689,6 +689,12 @@ API_ENUM(Attributes="Flags") enum class DrawPass : int32
/// </summary>
MotionVectors = 1 << 4,
/// <summary>
/// The debug quad overdraw rendering (editor-only).
/// </summary>
API_ENUM(Attributes="HideInEditor")
QuadOverdraw = 1 << 20,
/// <summary>
/// The default set of draw passes for the scene objects.
/// </summary>
@@ -823,6 +829,11 @@ API_ENUM() enum class ViewMode
/// Draw material shaders complexity to visualize performance of pixels rendering.
/// </summary>
MaterialComplexity = 22,
/// <summary>
/// Draw geometry overdraw to visualize performance of pixels rendering.
/// </summary>
QuadOverdraw = 23,
};
/// <summary>

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@@ -40,7 +40,7 @@ PACK_STRUCT(struct DeferredMaterialShaderData {
DrawPass DeferredMaterialShader::GetDrawModes() const
{
return DrawPass::Depth | DrawPass::GBuffer | DrawPass::MotionVectors;
return DrawPass::Depth | DrawPass::GBuffer | DrawPass::MotionVectors | DrawPass::QuadOverdraw;
}
bool DeferredMaterialShader::CanUseLightmap() const
@@ -195,6 +195,17 @@ bool DeferredMaterialShader::Load()
psDesc.PS = _shader->GetPS("PS_GBuffer");
_cache.DefaultSkinned.Init(psDesc);
#if USE_EDITOR
// Quad Overdraw
psDesc.VS = _shader->GetVS("VS");
psDesc.PS = _shader->GetPS("PS_QuadOverdraw");
_cache.QuadOverdraw.Init(psDesc);
psDesc.VS = _shader->GetVS("VS", 1);
_cacheInstanced.Depth.Init(psDesc);
psDesc.VS = _shader->GetVS("VS_Skinned");
_cache.QuadOverdrawSkinned.Init(psDesc);
#endif
// Motion Vectors pass
psDesc.DepthWriteEnable = false;
psDesc.DepthTestEnable = true;

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@@ -21,6 +21,10 @@ private:
PipelineStateCache MotionVectors;
PipelineStateCache MotionVectorsSkinned;
PipelineStateCache MotionVectorsSkinnedPerBone;
#if USE_EDITOR
PipelineStateCache QuadOverdraw;
PipelineStateCache QuadOverdrawSkinned;
#endif
FORCE_INLINE PipelineStateCache* GetPS(const DrawPass pass, const bool useLightmap, const bool useSkinning, const bool perBoneMotionBlur)
{
@@ -32,6 +36,10 @@ private:
return useLightmap ? &DefaultLightmap : (useSkinning ? &DefaultSkinned : &Default);
case DrawPass::MotionVectors:
return useSkinning ? (perBoneMotionBlur ? &MotionVectorsSkinnedPerBone : &MotionVectorsSkinned) : &MotionVectors;
#if USE_EDITOR
case DrawPass::QuadOverdraw:
return useSkinning ? &QuadOverdrawSkinned : &QuadOverdraw;
#endif
default:
return nullptr;
}
@@ -46,6 +54,10 @@ private:
DepthSkinned.Release();
MotionVectors.Release();
MotionVectorsSkinned.Release();
#if USE_EDITOR
QuadOverdraw.Release();
QuadOverdrawSkinned.Release();
#endif
}
};

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@@ -128,7 +128,7 @@ void DeformableMaterialShader::Unload()
bool DeformableMaterialShader::Load()
{
_drawModes = DrawPass::Depth;
_drawModes = DrawPass::Depth | DrawPass::QuadOverdraw;
auto psDesc = GPUPipelineState::Description::Default;
psDesc.DepthTestEnable = (_info.FeaturesFlags & MaterialFeaturesFlags::DisableDepthTest) == 0;
psDesc.DepthWriteEnable = (_info.FeaturesFlags & MaterialFeaturesFlags::DisableDepthWrite) == 0;
@@ -140,6 +140,13 @@ bool DeformableMaterialShader::Load()
psDesc.HS = _shader->GetHS("HS");
psDesc.DS = _shader->GetDS("DS");
}
#if USE_EDITOR
// Quad Overdraw
psDesc.VS = _shader->GetVS("VS_SplineModel");
psDesc.PS = _shader->GetPS("PS_QuadOverdraw");
_cache.QuadOverdraw.Init(psDesc);
#endif
if (_info.BlendMode == MaterialBlendMode::Opaque)
{

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@@ -15,6 +15,9 @@ private:
{
PipelineStateCache Default;
PipelineStateCache Depth;
#if USE_EDITOR
PipelineStateCache QuadOverdraw;
#endif
FORCE_INLINE PipelineStateCache* GetPS(const DrawPass pass)
{
@@ -25,6 +28,10 @@ private:
case DrawPass::GBuffer:
case DrawPass::Forward:
return &Default;
#if USE_EDITOR
case DrawPass::QuadOverdraw:
return &QuadOverdraw;
#endif
default:
return nullptr;
}
@@ -34,6 +41,9 @@ private:
{
Default.Release();
Depth.Release();
#if USE_EDITOR
QuadOverdraw.Release();
#endif
}
};

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@@ -154,7 +154,7 @@ void ForwardMaterialShader::Unload()
bool ForwardMaterialShader::Load()
{
_drawModes = DrawPass::Depth | DrawPass::Forward;
_drawModes = DrawPass::Depth | DrawPass::Forward | DrawPass::QuadOverdraw;
auto psDesc = GPUPipelineState::Description::Default;
psDesc.DepthTestEnable = (_info.FeaturesFlags & MaterialFeaturesFlags::DisableDepthTest) == 0;
@@ -168,6 +168,17 @@ bool ForwardMaterialShader::Load()
psDesc.DS = _shader->GetDS("DS");
}
#if USE_EDITOR
// Quad Overdraw
psDesc.VS = _shader->GetVS("VS");
psDesc.PS = _shader->GetPS("PS_QuadOverdraw");
_cache.QuadOverdraw.Init(psDesc);
psDesc.VS = _shader->GetVS("VS", 1);
_cacheInstanced.Depth.Init(psDesc);
psDesc.VS = _shader->GetVS("VS_Skinned");
_cache.QuadOverdrawSkinned.Init(psDesc);
#endif
// Check if use transparent distortion pass
if (_shader->HasShader("PS_Distortion"))
{

View File

@@ -19,6 +19,10 @@ private:
PipelineStateCache DepthSkinned;
PipelineStateCache Distortion;
PipelineStateCache DistortionSkinned;
#if USE_EDITOR
PipelineStateCache QuadOverdraw;
PipelineStateCache QuadOverdrawSkinned;
#endif
FORCE_INLINE PipelineStateCache* GetPS(const DrawPass pass, const bool useSkinning)
{
@@ -30,6 +34,10 @@ private:
return useSkinning ? &DistortionSkinned : &Distortion;
case DrawPass::Forward:
return useSkinning ? &DefaultSkinned : &Default;
#if USE_EDITOR
case DrawPass::QuadOverdraw:
return useSkinning ? &QuadOverdrawSkinned : &QuadOverdraw;
#endif
default:
return nullptr;
}

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@@ -201,7 +201,7 @@ void ParticleMaterialShader::Unload()
bool ParticleMaterialShader::Load()
{
_drawModes = DrawPass::Depth | DrawPass::Forward;
_drawModes = DrawPass::Depth | DrawPass::Forward | DrawPass::QuadOverdraw;
GPUPipelineState::Description psDesc = GPUPipelineState::Description::Default;
psDesc.DepthTestEnable = (_info.FeaturesFlags & MaterialFeaturesFlags::DisableDepthTest) == 0;
psDesc.DepthWriteEnable = (_info.FeaturesFlags & MaterialFeaturesFlags::DisableDepthWrite) == 0;
@@ -210,6 +210,17 @@ bool ParticleMaterialShader::Load()
auto vsMesh = _shader->GetVS("VS_Model");
auto vsRibbon = _shader->GetVS("VS_Ribbon");
#if USE_EDITOR
// Quad Overdraw
psDesc.PS = _shader->GetPS("PS_QuadOverdraw");
psDesc.VS = vsSprite;
_cacheSprite.QuadOverdraw.Init(psDesc);
psDesc.VS = vsMesh;
_cacheModel.QuadOverdraw.Init(psDesc);
psDesc.VS = vsRibbon;
_cacheRibbon.QuadOverdraw.Init(psDesc);
#endif
// Check if use transparent distortion pass
if (_shader->HasShader("PS_Distortion"))
{

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@@ -16,6 +16,9 @@ private:
PipelineStateCache Default;
PipelineStateCache Depth;
PipelineStateCache Distortion;
#if USE_EDITOR
PipelineStateCache QuadOverdraw;
#endif
FORCE_INLINE PipelineStateCache* GetPS(const DrawPass pass)
{
@@ -27,6 +30,8 @@ private:
return &Distortion;
case DrawPass::Forward:
return &Default;
case DrawPass::QuadOverdraw:
return &QuadOverdraw;
default:
return nullptr;
}
@@ -37,6 +42,9 @@ private:
Default.Release();
Depth.Release();
Distortion.Release();
#if USE_EDITOR
QuadOverdraw.Release();
#endif
}
};

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@@ -183,6 +183,12 @@ bool TerrainMaterialShader::Load()
// GBuffer Pass with lightmap (use pixel shader permutation for USE_LIGHTMAP=1)
psDesc.PS = _shader->GetPS("PS_GBuffer", 1);
_cache.DefaultLightmap.Init(psDesc);
#if USE_EDITOR
// Quad Overdraw
psDesc.PS = _shader->GetPS("PS_QuadOverdraw");
_cache.QuadOverdraw.Init(psDesc);
#endif
// Depth Pass
psDesc.CullMode = CullMode::TwoSided;

View File

@@ -16,6 +16,9 @@ private:
PipelineStateCache Default;
PipelineStateCache DefaultLightmap;
PipelineStateCache Depth;
#if USE_EDITOR
PipelineStateCache QuadOverdraw;
#endif
FORCE_INLINE PipelineStateCache* GetPS(const DrawPass pass, const bool useLightmap)
{
@@ -25,6 +28,10 @@ private:
return &Depth;
case DrawPass::GBuffer:
return useLightmap ? &DefaultLightmap : &Default;
#if USE_EDITOR
case DrawPass::QuadOverdraw:
return &QuadOverdraw;
#endif
default:
return nullptr;
}
@@ -35,6 +42,9 @@ private:
Default.Release();
DefaultLightmap.Release();
Depth.Release();
#if USE_EDITOR
QuadOverdraw.Release();
#endif
}
};

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@@ -0,0 +1,158 @@
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#if USE_EDITOR
#include "QuadOverdrawPass.h"
#include "Engine/Engine/Time.h"
#include "Engine/Content/Content.h"
#include "Engine/Content/Assets/Material.h"
#include "Engine/Level/Actors/Decal.h"
#include "Engine/Graphics/GPUDevice.h"
#include "Engine/Graphics/Shaders/GPUShader.h"
#include "Engine/Graphics/RenderTask.h"
#include "Engine/Graphics/RenderBuffers.h"
#include "Engine/Graphics/RenderTargetPool.h"
#include "Engine/Renderer/RenderList.h"
void QuadOverdrawPass::Render(RenderContext& renderContext, GPUContext* context, GPUTextureView* lightBuffer)
{
if (checkIfSkipPass())
{
context->Clear(lightBuffer, Color(0, Math::Sin(Time::Draw.UnscaledTime.GetTotalSeconds() * 5.0f) * 0.5f + 0.5f, 0, 1.0f));
return;
}
PROFILE_GPU_CPU("Quad Overdraw");
// Setup resources
const int32 width = renderContext.Buffers->GetWidth();
const int32 height = renderContext.Buffers->GetHeight();
auto tempDesc = GPUTextureDescription::New2D(width >> 1, height >> 1, PixelFormat::R32_UInt, GPUTextureFlags::ShaderResource | GPUTextureFlags::UnorderedAccess);
auto lockTexture = RenderTargetPool::Get(tempDesc);
auto overdrawTexture = RenderTargetPool::Get(tempDesc);
auto liveCountTexture = RenderTargetPool::Get(tempDesc);
// Clear buffers
uint32 clearValueUINT[4] = { 0 };
clearValueUINT[0] = 0xffffffff;
context->ClearUA(lockTexture, clearValueUINT);
clearValueUINT[0] = 0x00000000;
context->ClearUA(overdrawTexture, clearValueUINT);
context->ClearUA(liveCountTexture, clearValueUINT);
context->ClearDepth(*renderContext.Buffers->DepthBuffer);
// Draw quad overdraw stats into UAVs
context->BindUA(0, lockTexture->View());
context->BindUA(1, overdrawTexture->View());
context->BindUA(2, liveCountTexture->View());
DrawCall drawCall;
Platform::MemoryClear(&drawCall, sizeof(DrawCall));
drawCall.PerInstanceRandom = 1.0f;
MaterialBase::BindParameters bindParams(context, renderContext, drawCall);
renderContext.View.Pass = DrawPass::QuadOverdraw;
context->SetRenderTarget(*renderContext.Buffers->DepthBuffer, (GPUTextureView*)nullptr);
renderContext.List->ExecuteDrawCalls(renderContext, DrawCallsListType::GBuffer);
auto boxModel = Content::LoadAsyncInternal<Model>(TEXT("Engine/Models/SimpleBox"));
auto defaultMaterial = GPUDevice::Instance->GetDefaultMaterial();
if (boxModel && boxModel->CanBeRendered() && defaultMaterial && defaultMaterial->IsReady())
{
// Draw decals
for (int32 i = 0; i < renderContext.List->Decals.Count(); i++)
{
const auto decal = renderContext.List->Decals[i];
ASSERT(decal && decal->Material);
decal->GetWorld(&drawCall.World);
drawCall.ObjectPosition = drawCall.World.GetTranslation();
drawCall.PerInstanceRandom = decal->GetPerInstanceRandom();
defaultMaterial->Bind(bindParams);
boxModel->Render(context);
}
}
renderContext.List->ExecuteDrawCalls(renderContext, DrawCallsListType::GBufferNoDecals);
auto skyModel = Content::LoadAsyncInternal<Model>(TEXT("Engine/Models/Sphere"));
auto skyMaterial = Content::LoadAsyncInternal<Material>(TEXT("Engine/SkyboxMaterial"));
if (renderContext.List->Sky && skyModel && skyModel->CanBeRendered() && skyMaterial && skyMaterial->IsReady())
{
// Draw sky
auto box = skyModel->GetBox();
Matrix m1, m2;
Matrix::Scaling(renderContext.View.Far / (box.GetSize().Y * 0.5f) * 0.95f, m1);
Matrix::CreateWorld(renderContext.View.Position, Vector3::Up, Vector3::Backward, m2);
m1 *= m2;
drawCall.World = m1;
drawCall.ObjectPosition = drawCall.World.GetTranslation();
drawCall.WorldDeterminantSign = Math::FloatSelect(drawCall.World.RotDeterminant(), 1, -1);
skyMaterial->Bind(bindParams);
skyModel->Render(context);
}
GPUTexture* depthBuffer = renderContext.Buffers->DepthBuffer;
GPUTextureView* readOnlyDepthBuffer = depthBuffer->View();
if (depthBuffer->GetDescription().Flags & GPUTextureFlags::ReadOnlyDepthView)
readOnlyDepthBuffer = depthBuffer->ViewReadOnlyDepth();
context->ResetSR();
context->ResetRenderTarget();
context->SetRenderTarget(readOnlyDepthBuffer, (GPUTextureView*)nullptr);
renderContext.List->ExecuteDrawCalls(renderContext, DrawCallsListType::Forward);
renderContext.List->ExecuteDrawCalls(renderContext, DrawCallsListType::Distortion);
// TODO: draw volumetric particles
context->ResetRenderTarget();
context->ResetUA();
context->ResetSR();
// Convert stats into debug colors
context->BindSR(0, overdrawTexture->View());
context->SetRenderTarget(lightBuffer);
context->SetState(_ps);
context->DrawFullscreenTriangle();
// Free resources
RenderTargetPool::Release(liveCountTexture);
RenderTargetPool::Release(overdrawTexture);
RenderTargetPool::Release(lockTexture);
}
String QuadOverdrawPass::ToString() const
{
return TEXT("QuadOverdrawPass");
}
void QuadOverdrawPass::Dispose()
{
// Base
RendererPass::Dispose();
SAFE_DELETE_GPU_RESOURCE(_ps);
_shader = nullptr;
}
bool QuadOverdrawPass::setupResources()
{
if (GPUDevice::Instance->GetFeatureLevel() < FeatureLevel::SM5)
return true;
if (!_shader)
{
_shader = Content::LoadAsyncInternal<Shader>(TEXT("Shaders/Editor/QuadOverdraw"));
if (!_shader)
return true;
#if COMPILE_WITH_DEV_ENV
_shader.Get()->OnReloading.Bind<QuadOverdrawPass, &QuadOverdrawPass::OnShaderReloading>(this);
#endif
}
if (!_shader->IsLoaded())
return true;
const auto shader = _shader->GetShader();
GPUPipelineState::Description psDesc = GPUPipelineState::Description::DefaultFullscreenTriangle;
if (!_ps)
_ps = GPUDevice::Instance->CreatePipelineState();
if (!_ps->IsValid())
{
psDesc.PS = shader->GetPS("PS");
if (_ps->Init(psDesc))
return true;
}
return false;
}
#endif

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@@ -0,0 +1,46 @@
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#pragma once
#if USE_EDITOR
#include "../RendererPass.h"
class GPUContext;
class GPUTextureView;
class GPUPipelineState;
struct RenderContext;
/// <summary>
/// Rendering geometry overdraw to visualize performance of pixels rendering in editor.
/// </summary>
class QuadOverdrawPass : public RendererPass<QuadOverdrawPass>
{
private:
AssetReference<Shader> _shader;
GPUPipelineState* _ps = nullptr;
#if COMPILE_WITH_DEV_ENV
void OnShaderReloading(Asset* obj)
{
_ps->ReleaseGPU();
invalidateResources();
}
#endif
public:
void Render(RenderContext& renderContext, GPUContext* context, GPUTextureView* lightBuffer);
// [RendererPass]
String ToString() const override;
void Dispose() override;
protected:
// [RendererPass]
bool setupResources() override;
};
#endif

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@@ -30,6 +30,7 @@
#include "Engine/Level/Level.h"
#if USE_EDITOR
#include "Editor/Editor.h"
#include "Editor/QuadOverdrawPass.h"
#endif
#if USE_EDITOR
@@ -80,6 +81,9 @@ bool RendererService::Init()
PassList.Add(TAA::Instance());
PassList.Add(SMAA::Instance());
PassList.Add(HistogramPass::Instance());
#if USE_EDITOR
PassList.Add(QuadOverdrawPass::Instance());
#endif
// Skip when using Null renderer
if (GPUDevice::Instance->GetRendererType() == RendererType::Null)
@@ -320,6 +324,19 @@ void RenderInner(SceneRenderTask* task, RenderContext& renderContext)
auto tempDesc = GPUTextureDescription::New2D(renderContext.Buffers->GetWidth(), renderContext.Buffers->GetHeight(), PixelFormat::R11G11B10_Float);
auto lightBuffer = RenderTargetPool::Get(tempDesc);
#if USE_EDITOR
if (renderContext.View.Mode == ViewMode::QuadOverdraw)
{
QuadOverdrawPass::Instance()->Render(renderContext, context, lightBuffer->View());
context->ResetRenderTarget();
context->SetRenderTarget(task->GetOutputView());
context->SetViewportAndScissors(task->GetOutputViewport());
context->Draw(lightBuffer);
RenderTargetPool::Release(lightBuffer);
return;
}
#endif
// Fill GBuffer
GBufferPass::Instance()->Fill(renderContext, lightBuffer->View());

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@@ -0,0 +1,48 @@
// [Quad Overdraw implementation based on https://blog.selfshadow.com/2012/11/12/counting-quads/ by Stephen Hill]
#ifndef __QUAD_OVERDRAW__
#define __QUAD_OVERDRAW__
RWTexture2D<uint> lockUAV : register(u0);
RWTexture2D<uint> overdrawUAV : register(u1);
RWTexture2D<uint> liveCountUAV : register(u2);
void DoQuadOverdraw(float4 svPos, uint primId)
{
uint2 quad = svPos.xy * 0.5;
uint prevID;
uint unlockedID = 0xffffffff;
bool processed = false;
int lockCount = 0;
int pixelCount = 0;
for (int i = 0; i < 64; i++)
{
if (!processed)
InterlockedCompareExchange(lockUAV[quad], unlockedID, primId, prevID);
[branch]
if (prevID == unlockedID)
{
if (++lockCount == 4)
{
// Retrieve live pixel count (minus 1) in quad
InterlockedAnd(liveCountUAV[quad], 0, pixelCount);
// Unlock for other quads
InterlockedExchange(lockUAV[quad], unlockedID, prevID);
}
processed = true;
}
if (prevID == primId && !processed)
{
InterlockedAdd(liveCountUAV[quad], 1);
processed = true;
}
}
if (lockCount)
{
InterlockedAdd(overdrawUAV[quad], 1);
}
}
#endif

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@@ -0,0 +1,34 @@
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#include "./Flax/Common.hlsl"
// [Quad Overdraw implementation based on https://blog.selfshadow.com/2012/11/12/counting-quads/ by Stephen Hill]
Texture2D<uint> overdrawSRV : register(t0);
float4 ToColour(uint v)
{
const uint nbColours = 10;
const float4 colours[nbColours] =
{
float4(0, 0, 0, 255),
float4(2, 147, 25, 255),
float4(0, 255, 149, 255),
float4(0, 255, 253, 255),
float4(142, 250, 0, 255),
float4(225, 251, 0, 255),
float4(225, 147, 0, 255),
float4(225, 38, 0, 255),
float4(148, 17, 0, 255),
float4(255, 255, 255, 255)
};
return colours[min(v, nbColours - 1)] / 255.0;
}
META_PS(true, FEATURE_LEVEL_ES2)
float4 PS(float4 svPos : SV_POSITION) : SV_Target
{
uint2 quad = svPos.xy * 0.5;
uint overdraw = overdrawSRV[quad];
return ToColour(overdraw);
}