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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.
#pragma once
#include "render/rendermodule.h"
#include "misc/math.h"
#include <FidelityFX/host/ffx_classifier.h>
#include <FidelityFX/host/ffx_denoiser.h>
#include <vector>
namespace cauldron
{
class RootSignature;
class RasterView;
class ParameterSet;
class PipelineObject;
class Texture;
class Buffer;
class IndirectWorkload;
} // namespace cauldron
class HybridShadowsRenderModule : public cauldron::RenderModule
{
public:
HybridShadowsRenderModule() : RenderModule(L"HybridShadowsRenderModule") {}
virtual ~HybridShadowsRenderModule();
/// Initialize FFX API context and set up UI.
/// @param initData Not used.
void Init(const json& initData) override;
/// Dispatch the Classifier using FFX API
/// @param deltaTime Not used.
/// @param pCmdList Command list on which to dispatch.
void Execute(double deltaTime, cauldron::CommandList* pCmdList) override;
/**
* @brief Runs a debug tile visualization pass over the geometry
*/
void TileDebugCallback(double deltaTime, cauldron::CommandList* pCmdList);
/// Recreate the FFX API context to resize internal resources. Called by the framework when the resolution changes.
/// @param resInfo New resolution info.
void OnResize(const cauldron::ResolutionInfo& resInfo) override;
private:
void InitEffect();
void DestroyEffect();
/// Destroy or create the FFX API context using the currently set parameters.
void UpdateEffectContext(bool enabled);
// Renders the RayTracing Mask to screen
void ResolveRayTracingToShadowTexture(cauldron::CommandList* pCmdList);
// Creates the pipeline objects related to ray tracing
void CreateRayTracingPipelines();
// Creates the resources (buffers, textures) needed for this sample
void CreateResources();
// Creates the pipelines used to visualize shadow tiles
void CreateDebugTilesPipeline();
// Execute the ray tracing shadow test
void RunRayTracingShadowDispatch(const FfxClassifierShadowDispatchDescription& shadowClassifierDispatchParams,
const float sunSize,
cauldron::CommandList* pCmdList);
// Execute the FidelityFx ShadowDenoiser
void RunFfxShadowDenoiser(cauldron::CommandList* pCmdList);
// Effect resources
const cauldron::Texture* m_pDepthTarget = nullptr;
const cauldron::Texture* m_pCopyDepth = nullptr;
const cauldron::Texture* m_pNormalTarget = nullptr;
const cauldron::Buffer* m_pWorkQueue = nullptr;
const cauldron::Buffer* m_pWorkQueueCount = nullptr;
const cauldron::Texture* m_pRayHitTexture = nullptr;
const cauldron::Texture* m_pShadowMaskOutput = nullptr;
// DebugTiles
const cauldron::Texture* m_pColorOutput = nullptr;
// ShadowDenoiser
const cauldron::Texture* m_pMotionVectors = nullptr;
enum class ClassificationMode : uint32_t
{
ClassifyByNormals = 0,
ClassifyByCascades
};
ClassificationMode m_ClassificationMode = ClassificationMode::ClassifyByCascades;
// UI controls
uint32_t m_TileCutoff = 0;
float m_blockerOffset = 0.002f;
int m_DebugMode = 0;
bool m_bRejectLitPixels = true;
bool m_bUseCascadesForRayT = true;
bool m_bRunHybridShadows = true;
float m_sunSolidAngle = 0.25f;
// FidelityFX Classifier information
FfxInterface m_SDKInterface = {0};
FfxClassifierContextDescription m_ClassifierCtxDesc = {0};
FfxClassifierContext m_ClassifierContext = {0};
// FidelityFX Denoiser information
bool m_bUseDenoiser = true;
FfxDenoiserContextDescription m_DenoiserCtxDesc = {0};
FfxDenoiserContext m_DenoiserContext = {0};
// RayTracing
struct RTConstantBuffer
{
alignas(16) Vec4 textureSize;
alignas(16) Vec3 lightDir;
float pad[1];
Vec4 pixelThickness_bUseCascadesForRayT_noisePhase_sunSize;
alignas(16) Mat4 viewToWorld;
};
RTConstantBuffer m_RTConstantBuffer;
cauldron::IndirectWorkload* m_pIndirectWorkLoad = nullptr;
const cauldron::Texture* m_pBlueNoise = nullptr;
cauldron::RootSignature* m_pRayTracingRootSignature = nullptr;
cauldron::PipelineObject* m_pRayTracingPipelineObj = nullptr;
cauldron::ParameterSet* m_pRayTracingParameters = nullptr;
// Resolve Ray Tracing
cauldron::RootSignature* m_pResolveRayTracingRootSignature = nullptr;
cauldron::PipelineObject* m_pResolveRayTracingPipelineObj = nullptr;
cauldron::ParameterSet* m_pResolveRayTracingParameters = nullptr;
// Debug Tiles
struct DebugTilesConstantBuffer
{
alignas(16) int32_t debugMode;
};
cauldron::RootSignature* m_pDebugTilesRootSignature = nullptr;
cauldron::PipelineObject* m_pDebugTilesPipelineObj = nullptr;
cauldron::ParameterSet* m_pDebugTilesParameters = nullptr;
// Copy depth pass
void CreateCopyDepthPipeline();
void RunCopyDepth(cauldron::CommandList* pCmdList);
cauldron::RootSignature* m_pCopyDepthRootSignature = nullptr;
cauldron::PipelineObject* m_pCopyDepthPipelineObj = nullptr;
cauldron::ParameterSet* m_pCopyDepthParameters = nullptr;
// Debug RayTracing
void CreateDebugRayTracingPipeline();
void RunDebugRayTracingPipeline(cauldron::CommandList* pCmdList);
cauldron::RootSignature* m_pDebugRayTracingRootSignature = nullptr;
cauldron::PipelineObject* m_pDebugRayTracingPipelineObj = nullptr;
cauldron::ParameterSet* m_pDebugRayTracingParameters = nullptr;
};