Add Quad Overdraw debug view mode
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48
Source/Shaders/Editor/QuadOverdraw.hlsl
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48
Source/Shaders/Editor/QuadOverdraw.hlsl
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// [Quad Overdraw implementation based on https://blog.selfshadow.com/2012/11/12/counting-quads/ by Stephen Hill]
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#ifndef __QUAD_OVERDRAW__
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#define __QUAD_OVERDRAW__
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RWTexture2D<uint> lockUAV : register(u0);
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RWTexture2D<uint> overdrawUAV : register(u1);
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RWTexture2D<uint> liveCountUAV : register(u2);
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void DoQuadOverdraw(float4 svPos, uint primId)
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{
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uint2 quad = svPos.xy * 0.5;
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uint prevID;
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uint unlockedID = 0xffffffff;
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bool processed = false;
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int lockCount = 0;
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int pixelCount = 0;
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for (int i = 0; i < 64; i++)
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{
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if (!processed)
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InterlockedCompareExchange(lockUAV[quad], unlockedID, primId, prevID);
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[branch]
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if (prevID == unlockedID)
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{
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if (++lockCount == 4)
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{
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// Retrieve live pixel count (minus 1) in quad
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InterlockedAnd(liveCountUAV[quad], 0, pixelCount);
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// Unlock for other quads
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InterlockedExchange(lockUAV[quad], unlockedID, prevID);
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}
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processed = true;
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}
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if (prevID == primId && !processed)
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{
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InterlockedAdd(liveCountUAV[quad], 1);
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processed = true;
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}
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}
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if (lockCount)
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{
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InterlockedAdd(overdrawUAV[quad], 1);
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}
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}
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#endif
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34
Source/Shaders/Editor/QuadOverdraw.shader
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34
Source/Shaders/Editor/QuadOverdraw.shader
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// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
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#include "./Flax/Common.hlsl"
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// [Quad Overdraw implementation based on https://blog.selfshadow.com/2012/11/12/counting-quads/ by Stephen Hill]
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Texture2D<uint> overdrawSRV : register(t0);
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float4 ToColour(uint v)
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{
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const uint nbColours = 10;
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const float4 colours[nbColours] =
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{
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float4(0, 0, 0, 255),
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float4(2, 147, 25, 255),
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float4(0, 255, 149, 255),
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float4(0, 255, 253, 255),
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float4(142, 250, 0, 255),
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float4(225, 251, 0, 255),
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float4(225, 147, 0, 255),
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float4(225, 38, 0, 255),
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float4(148, 17, 0, 255),
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float4(255, 255, 255, 255)
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};
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return colours[min(v, nbColours - 1)] / 255.0;
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}
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META_PS(true, FEATURE_LEVEL_ES2)
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float4 PS(float4 svPos : SV_POSITION) : SV_Target
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{
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uint2 quad = svPos.xy * 0.5;
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uint overdraw = overdrawSRV[quad];
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return ToColour(overdraw);
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}
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