// 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 #include #include 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; };