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// This file is part of the FidelityFX SDK.
//
// Copyright (C) 2024 Advanced Micro Devices, Inc.
//
// 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.
#include "dofrendermodule.h"
#include "core/backend_interface.h"
#include "core/components/cameracomponent.h"
#include "core/framework.h"
#include "core/uimanager.h"
#include "core/scene.h"
#include "render/device.h"
#include "render/dynamicresourcepool.h"
#include "render/parameterset.h"
#include "render/pipelineobject.h"
#include "render/profiler.h"
#include "render/renderdefines.h"
#include <limits>
using namespace cauldron;
void DoFRenderModule::Init(const json&)
{
// Fetch needed resource
m_pColorTarget = GetFramework()->GetColorTargetForCallback(GetName());
m_pDepthTarget = GetFramework()->GetRenderTexture(L"DepthTarget");
// UI elements
m_UISection = GetUIManager()->RegisterUIElements("Depth of Field", UISectionType::Sample);
m_UISection->RegisterUIElement<UISlider<float>>("Aperture", m_Aperture, 0.0f, 0.1f);
m_UISection->RegisterUIElement<UISlider<float>>("Sensor Size", m_SensorSize, 0.0f, 0.1f);
m_UIFocusDist = m_UISection->RegisterUIElement<UISlider<float>>("Focus Distance", m_FocusDist, 0.01f, 120.0f);
std::function<void(bool, bool)> callback = [this](bool cur, bool old) {
UpdateDofContext(false);
UpdateDofContext(true);
};
std::function<void(int32_t, int32_t)> callbackInt = [this, callback](int32_t, int32_t) { callback(true, true); };
std::function<void(float, float)> callbackFloat = [this, callback](float, float) { callback(true, true); };
m_UISection->RegisterUIElement<UISlider<int32_t>>("Quality", m_Quality, 1, 50, callbackInt);
m_UISection->RegisterUIElement<UISlider<float>>("Blur Size Limit", m_CocLimit, 0.0f, 1.0f, callbackFloat);
m_UISection->RegisterUIElement<UICheckBox>("Enable Kernel Ring Merging", m_EnableRingMerge, callback);
// Init effect
SetupFidelityFxInterface();
// Create the context
UpdateDofContext(true);
GetFramework()->ConfigureRuntimeShaderRecompiler(
[this](void) { DestroyDofContext(); },
[this](void) {
SetupFidelityFxInterface();
UpdateDofContext(true);
});
SetModuleReady(true);
SetModuleEnabled(true);
}
void DoFRenderModule::SetupFidelityFxInterface()
{
if (m_InitializationParameters.backendInterface.scratchBuffer != nullptr)
free(m_InitializationParameters.backendInterface.scratchBuffer);
const size_t scratchBufferSize = SDKWrapper::ffxGetScratchMemorySize(FFX_DOF_CONTEXT_COUNT);
void* scratchBuffer = calloc(scratchBufferSize, 1u);
FfxErrorCode errorCode =
SDKWrapper::ffxGetInterface(&m_InitializationParameters.backendInterface, GetDevice(), scratchBuffer, scratchBufferSize, FFX_DOF_CONTEXT_COUNT);
CAULDRON_ASSERT(errorCode == FFX_OK);
CauldronAssert(ASSERT_CRITICAL, m_InitializationParameters.backendInterface.fpGetSDKVersion(&m_InitializationParameters.backendInterface) == FFX_SDK_MAKE_VERSION(1, 1, 2),
L"FidelityFX DOF 1.1 sample requires linking with a 1.1.2 version SDK backend");
CauldronAssert(ASSERT_CRITICAL, ffxDofGetEffectVersion() == FFX_SDK_MAKE_VERSION(1, 1, 0),
L"FidelityFX DOF 1.1 sample requires linking with a 1.1 version FidelityFX DOF library");
m_InitializationParameters.backendInterface.fpRegisterConstantBufferAllocator(&m_InitializationParameters.backendInterface, SDKWrapper::ffxAllocateConstantBuffer);
}
DoFRenderModule::~DoFRenderModule()
{
DestroyDofContext();
// Destroy the FidelityFX interface memory
free(m_InitializationParameters.backendInterface.scratchBuffer);
}
void DoFRenderModule::DestroyDofContext()
{
// Destroy the context
UpdateDofContext(false);
}
void DoFRenderModule::UpdateDofContext(bool enabled)
{
if (enabled)
{
// Setup parameters
m_InitializationParameters.flags = 0;
// We output to the same texture as the input.
m_InitializationParameters.flags |= FFX_DOF_OUTPUT_PRE_INIT;
if (!m_EnableRingMerge)
m_InitializationParameters.flags |= FFX_DOF_DISABLE_RING_MERGE;
if (GetConfig()->InvertedDepth)
m_InitializationParameters.flags |= FFX_DOF_REVERSE_DEPTH;
m_InitializationParameters.resolution.width = GetFramework()->GetResolutionInfo().RenderWidth;
m_InitializationParameters.resolution.height = GetFramework()->GetResolutionInfo().RenderHeight;
m_InitializationParameters.quality = static_cast<uint32_t>(m_Quality);
m_InitializationParameters.cocLimitFactor = m_CocLimit;
ffxDofContextCreate(&m_DofContext, &m_InitializationParameters);
}
else
{
// Flush anything out of the pipes before destroying the context
GetDevice()->FlushAllCommandQueues();
ffxDofContextDestroy(&m_DofContext);
}
}
void DoFRenderModule::OnResize(const ResolutionInfo& resInfo)
{
if (!ModuleEnabled())
return;
// Need to recreate the context on resource resize
UpdateDofContext(false); // Destroy
UpdateDofContext(true); // Re-create
}
void DoFRenderModule::UpdateUI(double deltaTime)
{
// update UI (min/max focus depth)
BoundingBox bb = GetScene()->GetBoundingBox();
if (!bb.IsEmpty())
{
CameraComponent* pCamera = GetScene()->GetCurrentCamera();
Vec3 eyePos = pCamera->GetCameraPos();
Vec3 viewDir = normalize(-pCamera->GetInverseView().getCol2().getXYZ());
Vec3 p[2] = {bb.GetMin().getXYZ() - eyePos, bb.GetMax().getXYZ() - eyePos};
// Min is 0.1, even if distances are negative (when the entire scene is behind the camera)
float maxViewZ = 0.1f;
for (size_t ix = 0; ix < 2; ix++)
for (size_t iy = 0; iy < 2; iy++)
for (size_t iz = 0; iz < 2; iz++)
maxViewZ = std::max(maxViewZ, (float)dot(viewDir, Vec3(p[ix].getX(), p[iy].getY(), p[iz].getZ())));
// add 20% leeway to allow having the whole scene out of focus.
maxViewZ *= 1.2f;
// Prevent the slider from snapping around
maxViewZ = std::max(maxViewZ, m_FocusDist);
m_UIFocusDist->SetMax(maxViewZ);
}
}
void DoFRenderModule::Execute(double deltaTime, CommandList* pCmdList)
{
GPUScopedProfileCapture sampleMarker(pCmdList, L"FFX DOF");
CameraComponent* pCamera = GetScene()->GetCurrentCamera();
const Mat4& proj = pCamera->GetProjection();
FfxDofDispatchDescription dispatchParams{};
dispatchParams.commandList = SDKWrapper::ffxGetCommandList(pCmdList);
float conversion = 0.5f * (float)m_InitializationParameters.resolution.width / m_SensorSize;
float focalLength = m_SensorSize / (2.f * std::tanf(pCamera->GetFovX() * 0.5f));
// UI focus value is positive, but in the coordinate system, negative z is visible. So negate focus distance for calculation.
// Matrix element indexes are column, row and zero-based. So proj34 parameter becomes getElem(3,2).
dispatchParams.cocScale =
ffxDofCalculateCocScale(m_Aperture, -m_FocusDist, focalLength, conversion, proj.getElem(2, 2), proj.getElem(3, 2), proj.getElem(2, 3));
dispatchParams.cocBias =
ffxDofCalculateCocBias(m_Aperture, -m_FocusDist, focalLength, conversion, proj.getElem(2, 2), proj.getElem(3, 2), proj.getElem(2, 3));
dispatchParams.color = SDKWrapper::ffxGetResource(m_pColorTarget->GetResource(), L"DoF_InputColor", FFX_RESOURCE_STATE_PIXEL_COMPUTE_READ);
dispatchParams.depth = SDKWrapper::ffxGetResource(m_pDepthTarget->GetResource(), L"DoF_InputDepth", FFX_RESOURCE_STATE_PIXEL_COMPUTE_READ);
dispatchParams.output = SDKWrapper::ffxGetResource(m_pColorTarget->GetResource(), L"DoF_Output", FFX_RESOURCE_STATE_PIXEL_COMPUTE_READ);
CAULDRON_ASSERT(FFX_OK == ffxDofContextDispatch(&m_DofContext, &dispatchParams));
// FidelityFX contexts modify the set resource view heaps, so set the cauldron one back
SetAllResourceViewHeaps(pCmdList);
}