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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 "sssrrendermodule.h"
#include "core/backend_interface.h"
#include "core/framework.h"
#include "core/scene.h"
#include "core/uimanager.h"
#include "render/parameterset.h"
#include "render/pipelineobject.h"
#include "render/profiler.h"
#include "render/rasterview.h"
#include "shaders/sssr_apply_reflections_common.h"
using namespace cauldron;
void SSSRRenderModule::Init(const json& initData)
{
//////////////////////////////////////////////////////////////////////////
// Cauldron resources
// Fetch needed resources
m_pColorTarget = GetFramework()->GetColorTargetForCallback(GetName());
// Needed to apply reflections
m_pColorRasterView = GetRasterViewAllocator()->RequestRasterView(m_pColorTarget, ViewDimension::Texture2D);
m_pDepthTarget = GetFramework()->GetRenderTexture(L"DepthTarget");
m_pOutput = GetFramework()->GetRenderTexture(L"SSSR_Output");
// Assumed resources, need to check they are there
m_pBaseColor = GetFramework()->GetRenderTexture(L"GBufferAlbedoRT");
m_pMotionVectors = GetFramework()->GetRenderTexture(L"GBufferMotionVectorRT");
m_pNormal = GetFramework()->GetRenderTexture(L"GBufferNormalRT");
m_pAoRoughnessMetallic = GetFramework()->GetRenderTexture(L"GBufferAoRoughnessMetallicRT");
CauldronAssert(ASSERT_CRITICAL, m_pBaseColor && m_pMotionVectors && m_pNormal && m_pAoRoughnessMetallic && m_pBaseColor, L"Could not get one of the needed resources for SSSR Rendermodule.");
// Register a pre-lighting callback to set the specular IBL factor to 0 for the lighting pass.
// We're doing this to avoid applying the IBL specular reflections twice, once in the lighting pass and once in the SSSR pass.
ExecuteCallback callbackPreLighting = [this](double deltaTime, CommandList* pCmdList) {
m_SceneSpecularIBLFactor = GetScene()->GetSpecularIBLFactor();
if (m_ApplyScreenSpaceReflections)
{
GetScene()->SetSpecularIBLFactor(0.0f);
}
};
ExecutionTuple callbackPreLightingTuple = std::make_pair(L"SSSRRenderModule::PreLightingCallback", std::make_pair(this, callbackPreLighting));
GetFramework()->RegisterExecutionCallback(L"LightingRenderModule", true, callbackPreLightingTuple);
// Register a post-lighting callback to reset the IBL factor to what it previously was.
ExecuteCallback callbackPostLighting = [this](double deltaTime, CommandList* pCmdList) {
GetScene()->SetSpecularIBLFactor(m_SceneSpecularIBLFactor);
};
ExecutionTuple callbackPostLightingTuple = std::make_pair(L"SSSRRenderModule::PostLightingCallback", std::make_pair(this, callbackPostLighting));
GetFramework()->RegisterExecutionCallback(L"LightingRenderModule", false, callbackPostLightingTuple);
//////////////////////////////////////////////////////////////////////////
// Final pass resources to apply reflections
m_LinearSamplerDesc.Filter = FilterFunc::MinMagLinearMipPoint;
m_LinearSamplerDesc.MaxAnisotropy = 1u;
RootSignatureDesc applyReflectionsSignatureDesc;
applyReflectionsSignatureDesc.AddConstantBufferView(0, ShaderBindStage::Pixel, 1);
applyReflectionsSignatureDesc.AddTextureSRVSet(0, ShaderBindStage::Pixel, 1);
applyReflectionsSignatureDesc.AddTextureSRVSet(1, ShaderBindStage::Pixel, 1);
applyReflectionsSignatureDesc.AddTextureSRVSet(2, ShaderBindStage::Pixel, 1);
applyReflectionsSignatureDesc.AddTextureSRVSet(3, ShaderBindStage::Pixel, 1);
applyReflectionsSignatureDesc.AddTextureSRVSet(4, ShaderBindStage::Pixel, 1);
applyReflectionsSignatureDesc.AddStaticSamplers(0, ShaderBindStage::Pixel, 1, &m_LinearSamplerDesc);
m_pApplyReflectionsRS = RootSignature::CreateRootSignature(L"SSSR_ApplyReflections", applyReflectionsSignatureDesc);
BlendDesc blendDesc = {};
blendDesc.BlendEnabled = true;
blendDesc.SourceBlendColor = Blend::One;
blendDesc.ColorOp = BlendOp::Add;
blendDesc.DestBlendColor = Blend::SrcAlpha;
blendDesc.SourceBlendAlpha = Blend::One;
blendDesc.AlphaOp = BlendOp::Add;
blendDesc.DestBlendAlpha = Blend::One;
const std::vector<BlendDesc> blendDescs = { blendDesc };
// Setup the pipeline object
PipelineDesc psoDesc;
psoDesc.SetRootSignature(m_pApplyReflectionsRS);
psoDesc.AddShaderDesc(ShaderBuildDesc::Vertex(L"fullscreen.hlsl", L"FullscreenVS", ShaderModel::SM6_0, nullptr));
psoDesc.AddShaderDesc(ShaderBuildDesc::Pixel(L"sssr_apply_reflections.hlsl", L"ps_main", ShaderModel::SM6_0, nullptr));
psoDesc.AddPrimitiveTopology(PrimitiveTopologyType::Triangle);
psoDesc.AddBlendStates(blendDescs, false, false);
psoDesc.AddRasterFormats(m_pColorTarget->GetFormat()); // Use the first raster set, as we just want the format and they are all the same
m_pApplyReflectionsPipeline = PipelineObject::CreatePipelineObject(L"SSSR_ApplyReflections", psoDesc);
m_pParamSet = ParameterSet::CreateParameterSet(m_pApplyReflectionsRS);
m_pParamSet->SetRootConstantBufferResource(GetDynamicBufferPool()->GetResource(), sizeof(ApplyReflectionsConstants), 0);
m_pParamSet->SetTextureSRV(m_pOutput, ViewDimension::Texture2D, 0);
m_pParamSet->SetTextureSRV(m_pNormal, ViewDimension::Texture2D, 1);
m_pParamSet->SetTextureSRV(m_pBaseColor, ViewDimension::Texture2D, 2);
m_pParamSet->SetTextureSRV(m_pAoRoughnessMetallic, ViewDimension::Texture2D, 3);
// UI
InitUI();
//////////////////////////////////////////////////////////////////////////
// Backend init
InitFfxContext();
GetFramework()->ConfigureRuntimeShaderRecompiler(
[this](void) { DestroyFfxContext(); },
[this](void) { InitFfxContext(); });
// That's all we need for now
SetModuleReady(true);
}
void SSSRRenderModule::InitFfxContext()
{
// Initialize the FFX backend
const size_t scratchBufferSize = SDKWrapper::ffxGetScratchMemorySize(FFX_SSSR_CONTEXT_COUNT);
void* scratchBuffer = calloc(scratchBufferSize, 1);
FfxErrorCode errorCode = SDKWrapper::ffxGetInterface(&m_InitializationParameters.backendInterface, GetDevice(), scratchBuffer, scratchBufferSize, FFX_SSSR_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 SSSR 2.1 sample requires linking with a 1.1.2 version SDK backend");
CauldronAssert(ASSERT_CRITICAL, ffxSssrGetEffectVersion() == FFX_SDK_MAKE_VERSION(1, 5, 0),
L"FidelityFX SSSR 2.1 sample requires linking with a 1.5 version FidelityFX SSSR library");
m_InitializationParameters.backendInterface.fpRegisterConstantBufferAllocator(&m_InitializationParameters.backendInterface, SDKWrapper::ffxAllocateConstantBuffer);
// Init SSSR context
CreateSSSRContext();
}
SSSRRenderModule::~SSSRRenderModule()
{
// Protection
if (ModuleEnabled())
{
EnableModule(false);
// Destroy the SSSR context
CAULDRON_ASSERT(ffxSssrContextDestroy(&m_Context) == FFX_OK);
// Destroy the FidelityFX interface memory
free(m_InitializationParameters.backendInterface.scratchBuffer);
delete m_pParamSet;
delete m_pApplyReflectionsPipeline;
delete m_pApplyReflectionsRS;
}
}
void SSSRRenderModule::DestroyFfxContext()
{
// Flush anything out of the pipes before destroying the context
GetDevice()->FlushAllCommandQueues();
// Destroy the SSSR context
CAULDRON_ASSERT(ffxSssrContextDestroy(&m_Context) == FFX_OK);
// Destroy the FidelityFX interface memory
if (m_InitializationParameters.backendInterface.scratchBuffer != nullptr)
{
free(m_InitializationParameters.backendInterface.scratchBuffer);
m_InitializationParameters.backendInterface.scratchBuffer = nullptr;
}
}
void SSSRRenderModule::InitUI()
{
UISection* uiSection = GetUIManager()->RegisterUIElements("SSSR", UISectionType::Sample);
uiSection->RegisterUIElement<UICheckBox>("Apply Screen Space Reflections", m_ApplyScreenSpaceReflections);
uiSection->RegisterUIElement<UICheckBox>("Show Reflection Target", m_ShowReflectionTarget);
uiSection->RegisterUIElement<UISlider<float>>("Reflections Intensity (1 for PBR correctness)", m_SpecularReflectionsMultiplier, 0.0f, 10.0f);
uiSection->RegisterUIElement<UISlider<int32_t>>("Max Traversal Iterations", m_MaxTraversalIntersections, 0, 256);
uiSection->RegisterUIElement<UISlider<int32_t>>("Min Traversal Occupancy", m_MinTraversalOccupancy, 0, 32);
uiSection->RegisterUIElement<UISlider<float>>("Depth Buffer Thickness", m_DepthBufferThickness, 0.0f, 0.03f);
uiSection->RegisterUIElement<UISlider<float>>("Roughness Threshold", m_RoughnessThreshold, 0.0f, 1.0f);
uiSection->RegisterUIElement<UISlider<float>>("Temporal Stability", m_TemporalStabilityFactor, 0.f, 1.f);
uiSection->RegisterUIElement<UISlider<float>>("Temporal Variance Threshold", m_VarianceThreshold, 0.0f, 0.01f);
uiSection->RegisterUIElement<UICheckBox>("Enable Variance Guided Tracing", m_TemporalVarianceGuidedTracingEnabled);
static std::vector<const char*> samplesPerQuadOptions = { "1", "2", "4" };
uiSection->RegisterUIElement<UICombo>(
"Samples Per Quad",
m_SamplesPerQuadOptionIndex,
samplesPerQuadOptions,
[this](int32_t cur, int32_t old) {
switch (cur)
{
case 0:
m_SamplesPerQuad = 1;
break;
case 1:
m_SamplesPerQuad = 2;
break;
case 2:
m_SamplesPerQuad = 4;
break;
}
}
);
}
void SSSRRenderModule::CreateSSSRContext()
{
const ResolutionInfo& resInfo = GetFramework()->GetResolutionInfo();
m_InitializationParameters.flags = GetConfig()->InvertedDepth ? FFX_SSSR_ENABLE_DEPTH_INVERTED : 0;
m_InitializationParameters.renderSize.width = resInfo.RenderWidth;
m_InitializationParameters.renderSize.height = resInfo.RenderHeight;
m_InitializationParameters.normalsHistoryBufferFormat = SDKWrapper::GetFfxSurfaceFormat(m_pNormal->GetFormat());
CAULDRON_ASSERT(ffxSssrContextCreate(&m_Context, &m_InitializationParameters) == FFX_OK);
}
void SSSRRenderModule::ResetSSSRContext()
{
// Destroy the SSSR context
CAULDRON_ASSERT(ffxSssrContextDestroy(&m_Context) == FFX_OK);
// Re-create the SSSR context
CreateSSSRContext();
}
void SSSRRenderModule::OnResize(const ResolutionInfo& resInfo)
{
if (!ModuleEnabled())
{
return;
}
// Need to recreate the SSSR context on resource resize
ResetSSSRContext();
}
void SSSRRenderModule::Execute(double deltaTime, CommandList* pCmdList)
{
if (!m_pBrdfTexture || !m_pPrefilteredEnvironmentMap)
{
m_pBrdfTexture = GetScene()->GetBRDFLutTexture();
m_pPrefilteredEnvironmentMap = GetScene()->GetIBLTexture(IBLTexture::Prefiltered);
if (m_pBrdfTexture && m_pPrefilteredEnvironmentMap)
{
m_pParamSet->SetTextureSRV(m_pBrdfTexture, ViewDimension::Texture2D, 4);
}
return;
}
GPUScopedProfileCapture sampleMarker(pCmdList, L"FFX SSSR");
const ResolutionInfo& resInfo = GetFramework()->GetResolutionInfo();
CameraComponent* pCamera = GetScene()->GetCurrentCamera();
// All cauldron resources come into a render module in a generic read state (ResourceState::NonPixelShaderResource | ResourceState::PixelShaderResource)
FfxSssrDispatchDescription dispatchParameters = {};
dispatchParameters.commandList = SDKWrapper::ffxGetCommandList(pCmdList);
dispatchParameters.color = SDKWrapper::ffxGetResource(m_pColorTarget->GetResource(), L"SSSR_InputColor", FFX_RESOURCE_STATE_PIXEL_COMPUTE_READ);
dispatchParameters.depth = SDKWrapper::ffxGetResource(m_pDepthTarget->GetResource(), L"SSSR_InputDepth", FFX_RESOURCE_STATE_PIXEL_COMPUTE_READ);
dispatchParameters.motionVectors = SDKWrapper::ffxGetResource(m_pMotionVectors->GetResource(), L"SSSR_InputMotionVectors", FFX_RESOURCE_STATE_PIXEL_COMPUTE_READ);
dispatchParameters.normal = SDKWrapper::ffxGetResource(m_pNormal->GetResource(), L"SSSR_InputNormal", FFX_RESOURCE_STATE_PIXEL_COMPUTE_READ);
dispatchParameters.materialParameters = SDKWrapper::ffxGetResource(m_pAoRoughnessMetallic->GetResource(), L"SSSR_InputAoRoughnessMetallic", FFX_RESOURCE_STATE_PIXEL_COMPUTE_READ);
dispatchParameters.environmentMap = SDKWrapper::ffxGetResource(m_pPrefilteredEnvironmentMap->GetResource(), L"SSSR_InputEnvironmentMapTexture", FFX_RESOURCE_STATE_PIXEL_COMPUTE_READ);
dispatchParameters.brdfTexture = SDKWrapper::ffxGetResource(m_pBrdfTexture->GetResource(), L"SSSR_InputBRDFTexture", FFX_RESOURCE_STATE_PIXEL_COMPUTE_READ);
dispatchParameters.output = SDKWrapper::ffxGetResource(m_pOutput->GetResource(), L"SSSR_Output", FFX_RESOURCE_STATE_PIXEL_COMPUTE_READ);
dispatchParameters.normalUnPackMul = 2.0f; // Cauldron's GBuffer stores normals in the [0, 1] range, SSSR expects them in the [-1, 1] range.
dispatchParameters.normalUnPackAdd = -1.0f; // Cauldron's GBuffer stores normals in the [0, 1] range, SSSR expects them in the [-1, 1] range.
dispatchParameters.motionVectorScale.x = 1.0f;
dispatchParameters.motionVectorScale.y = 1.0f;
dispatchParameters.roughnessChannel = 1;
dispatchParameters.isRoughnessPerceptual = false;
dispatchParameters.renderSize.width = resInfo.RenderWidth;
dispatchParameters.renderSize.height = resInfo.RenderHeight;
dispatchParameters.iblFactor = GetScene()->GetIBLFactor();
dispatchParameters.temporalStabilityFactor = m_TemporalStabilityFactor;
dispatchParameters.depthBufferThickness = m_DepthBufferThickness;
dispatchParameters.roughnessThreshold = m_RoughnessThreshold;
dispatchParameters.varianceThreshold = m_VarianceThreshold;
dispatchParameters.maxTraversalIntersections = m_MaxTraversalIntersections;
dispatchParameters.minTraversalOccupancy = m_MinTraversalOccupancy;
dispatchParameters.mostDetailedMip = m_MostDetailedMip;
dispatchParameters.samplesPerQuad = m_SamplesPerQuad;
dispatchParameters.temporalVarianceGuidedTracingEnabled = m_TemporalVarianceGuidedTracingEnabled;
memcpy(&dispatchParameters.invViewProjection, &pCamera->GetInverseViewProjection(), sizeof(Mat4));
memcpy(&dispatchParameters.projection, &pCamera->GetProjection(), sizeof(Mat4));
memcpy(&dispatchParameters.invProjection, &pCamera->GetInverseProjection(), sizeof(Mat4));
memcpy(&dispatchParameters.view, &pCamera->GetView(), sizeof(Mat4));
memcpy(&dispatchParameters.invView, &pCamera->GetInverseView(), sizeof(Mat4));
memcpy(&dispatchParameters.prevViewProjection, &pCamera->GetPreviousViewProjection(), sizeof(Mat4));
FfxErrorCode errorCode = ffxSssrContextDispatch(&m_Context, &dispatchParameters);
CAULDRON_ASSERT(errorCode == FFX_OK);
// FidelityFX contexts modify the set resource view heaps, so set the cauldron one back
SetAllResourceViewHeaps(pCmdList);
const Barrier toRenderTargetBarrier = Barrier::Transition(m_pColorTarget->GetResource(),
ResourceState::PixelShaderResource | ResourceState::NonPixelShaderResource,
ResourceState::RenderTargetResource);
ResourceBarrier(pCmdList, 1, &toRenderTargetBarrier);
BeginRaster(pCmdList, 1, &m_pColorRasterView);
// Allocate a dynamic constant buffer and set
Vec4 cameraDirection = GetScene()->GetCurrentCamera()->GetDirection();
cameraDirection.setW(0.0f);
ApplyReflectionsConstants constantBuffer = {
cameraDirection,
(uint32_t)m_ShowReflectionTarget,
(uint32_t)m_ApplyScreenSpaceReflections,
m_SpecularReflectionsMultiplier
};
BufferAddressInfo bufferInfo = GetDynamicBufferPool()->AllocConstantBuffer(sizeof(ApplyReflectionsConstants), &constantBuffer);
m_pParamSet->UpdateRootConstantBuffer(&bufferInfo, 0);
m_pParamSet->Bind(pCmdList, m_pApplyReflectionsPipeline);
Viewport vp = { 0.f, 0.f, resInfo.fDisplayWidth(), resInfo.fDisplayHeight(), 0.f, 1.f };
SetViewport(pCmdList, &vp);
Rect scissorRect = { 0, 0, resInfo.RenderWidth, resInfo.RenderHeight };
SetScissorRects(pCmdList, 1, &scissorRect);
SetPrimitiveTopology(pCmdList, PrimitiveTopology::TriangleList);
SetPipelineState(pCmdList, m_pApplyReflectionsPipeline);
DrawInstanced(pCmdList, 3);
EndRaster(pCmdList);
const Barrier toDefaultStateBarrier = Barrier::Transition(m_pColorTarget->GetResource(),
ResourceState::RenderTargetResource,
ResourceState::PixelShaderResource | ResourceState::NonPixelShaderResource);
ResourceBarrier(pCmdList, 1, &toDefaultStateBarrier);
}