engine/dep/include/FidelityFX/host/ffx_denoiser.h

267 lines
15 KiB
C

// 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 the interface for the backend of the Denoiser API.
#include <FidelityFX/host/ffx_interface.h>
/// @defgroup FfxDenoiser FidelityFX Denoiser
/// FidelityFX Denoiser runtime library
///
/// @ingroup SDKComponents
/// FidelityFX Denoiser major version.
///
/// @ingroup FfxDenoiser
#define FFX_DENOISER_VERSION_MAJOR (1)
/// FidelityFX Denoiser minor version.
///
/// @ingroup FfxDenoiser
#define FFX_DENOISER_VERSION_MINOR (3)
/// FidelityFX Denoiser patch version.
///
/// @ingroup FfxDenoiser
#define FFX_DENOISER_VERSION_PATCH (0)
/// FidelityFX denoiser context count
///
/// Defines the number of internal effect contexts required by the denoiser
///
/// @ingroup FfxDenoiser
#define FFX_DENOISER_CONTEXT_COUNT 1
/// The size of the context specified in 32bit values.
///
/// @ingroup Denoiser
#define FFX_DENOISER_CONTEXT_SIZE (73098)
#if defined(__cplusplus)
extern "C" {
#endif // #if defined(__cplusplus)
/// An enumeration of the pass which constitutes the Denoiser algorithm.
///
/// @ingroup Denoiser
typedef enum FfxDenoiserPass
{
FFX_DENOISER_PASS_PREPARE_SHADOW_MASK = 0,
FFX_DENOISER_PASS_SHADOWS_TILE_CLASSIFICATION = 1,
FFX_DENOISER_PASS_FILTER_SOFT_SHADOWS_0 = 2,
FFX_DENOISER_PASS_FILTER_SOFT_SHADOWS_1 = 3,
FFX_DENOISER_PASS_FILTER_SOFT_SHADOWS_2 = 4,
FFX_DENOISER_PASS_REPROJECT_REFLECTIONS = 5, ///< A pass which reprojects and estimates the variance.
FFX_DENOISER_PASS_PREFILTER_REFLECTIONS = 6, ///< A pass which spatially filters the reflections.
FFX_DENOISER_PASS_RESOLVE_TEMPORAL_REFLECTIONS = 7, ///< A pass which temporally filters the reflections.
FFX_DENOISER_PASS_COUNT ///< The number of passes in Denoiser
} FfxDenoiserPass;
/// An enumeration of bit flags used when creating a
/// <c><i>FfxDenoiserContext</i></c>. See <c><i>FfxDenoiserContextDescription</i></c>.
///
/// @ingroup FfxDenoiser
typedef enum FfxDenoiserInitializationFlagBits {
FFX_DENOISER_SHADOWS = (1 << 0), ///< A bit indicating that the denoiser is used for denoising shadows
FFX_DENOISER_REFLECTIONS = (1 << 1), ///< A bit indicating that the denoiser is used for denoising reflections
FFX_DENOISER_ENABLE_DEPTH_INVERTED = (1 << 2), ///< A bit indicating that the input depth buffer data provided is inverted [1..0].
} FfxDenoiserInitializationFlagBits;
/// A structure encapsulating the parameters required to initialize FidelityFX Denoiser
///
/// @ingroup FfxDenoiser
typedef struct FfxDenoiserContextDescription {
uint32_t flags; ///< A collection of <c><i>FfxDenoiserInitializationFlagBits</i></c>
FfxDimensions2D windowSize; ///< The resolution that was used for rendering the input resource.
FfxSurfaceFormat normalsHistoryBufferFormat; ///< The format used by the reflections denoiser to store the normals buffer history
FfxInterface backendInterface; ///< A set of pointers to the backend implementation for FidelityFX.
} FfxDenoiserContextDescription;
/// A structure encapsulating the parameters for dispatching
/// of FidelityFX Denoiser
///
/// @ingroup FfxDenoiser
typedef struct FfxDenoiserShadowsDispatchDescription {
FfxCommandList commandList; ///< The <c><i>FfxCommandList</i></c> to record Denoiser rendering commands into.
FfxResource hitMaskResults; ///< A <c><i>FfxResource</i></c> containing the raytracing results where every pixel represents a 8x4 tile.
FfxResource depth; ///< A <c><i>FfxResource</i></c> containing 32bit depth values for the current frame.
FfxResource velocity; ///< A <c><i>FfxResource</i></c> containing 2-dimensional motion vectors.
FfxResource normal; ///< A <c><i>FfxResource</i></c> containing the normals.
FfxResource shadowMaskOutput; ///< A <c><i>FfxResource</i></c> which is used to store the fullscreen raytracing output.
FfxFloat32x2 motionVectorScale; ///< A multiply factor to transform the motion vectors to the space expected by the shadow denoiser.
FfxFloat32 normalsUnpackMul; ///< A multiply factor to transform the normal to the space expected by the shadow denoiser.
FfxFloat32 normalsUnpackAdd; ///< An offset to transform the normal to the space expected by the shadow denoiser.
FfxFloat32x3 eye; ///< The camera position
uint32_t frameIndex; ///< The current frame index
FfxFloat32 projectionInverse[16]; ///< The inverse of the camera projection matrix
FfxFloat32 reprojectionMatrix[16]; ///< The result of multiplying the projection matrix of the current frame by the result of the multiplication between the camera previous's frame view matrix by the inverse of the view-projection matrix
FfxFloat32 viewProjectionInverse[16]; ///< The inverse of the camera view-projection matrix
FfxFloat32 depthSimilaritySigma; ///< A constant factor used in the denoising filters, defaults to 1.0f
} FfxDenoiserShadowsDispatchDescription;
/// A structure encapsulating the parameters for dispatching
/// of FidelityFX Denoiser
///
/// @ingroup FfxDenoiser
typedef struct FfxDenoiserReflectionsDispatchDescription {
FfxCommandList commandList; ///< The <c><i>FfxCommandList</i></c> to record Denoiser rendering commands into.
FfxResource depthHierarchy; ///< A <c><i>FfxResource</i></c> containing the depth buffer with full mip maps for the current frame.
FfxResource motionVectors; ///< A <c><i>FfxResource</i></c> containing the motion vectors buffer for the current frame.
FfxResource normal; ///< A <c><i>FfxResource</i></c> containing the normal buffer for the current frame.
FfxResource radianceA; ///< A <c><i>FfxResource</i></c> containing the ping-pong radiance buffers to filter.
FfxResource radianceB; ///< A <c><i>FfxResource</i></c> containing the ping-pong radiance buffers to filter.
FfxResource varianceA; ///< A <c><i>FfxResource</i></c> containing the ping-pong variance buffers used to filter and guide reflections.
FfxResource varianceB; ///< A <c><i>FfxResource</i></c> containing the ping-pong variance buffers used to filter and guide reflections.
FfxResource extractedRoughness; ///< A <c><i>FfxResource</i></c> containing the roughness of the current frame.
FfxResource denoiserTileList; ///< A <c><i>FfxResource</i></c> containing the tiles to be denoised.
FfxResource indirectArgumentsBuffer; ///< A <c><i>FfxResource</i></c> containing the indirect arguments used by the indirect dispatch calls tha compose the denoiser.
FfxResource output; ///< A <c><i>FfxResource</i></c> to store the denoised reflections.
FfxDimensions2D renderSize; ///< The resolution that was used for rendering the input resources.
FfxFloatCoords2D motionVectorScale; ///< The scale factor to apply to motion vectors.
float invProjection[16]; ///< An array containing the inverse of the projection matrix in column major layout.
float invView[16]; ///< An array containing the inverse of the view matrix in column major layout.
float prevViewProjection[16]; ///< An array containing the view projection matrix of the previous frame in column major layout.
float normalsUnpackMul; ///< A multiply factor to transform the normal to the space expected by SSSR.
float normalsUnpackAdd; ///< An offset to transform the normal to the space expected by SSSR.
bool isRoughnessPerceptual; ///< A boolean to describe the space used to store roughness in the materialParameters texture. If false, we assume roughness squared was stored in the Gbuffer.
uint32_t roughnessChannel; ///< The channel to read the roughness from the materialParameters texture
float temporalStabilityFactor; ///< A boolean to describe the space used to store roughness in the materialParameters texture. If false, we assume roughness squared was stored in the Gbuffer.
float roughnessThreshold; ///< Regions with a roughness value greater than this threshold won't spawn rays.
uint32_t frameIndex; ///< The index of the current frame.
bool reset;
} FfxDenoiserReflectionsDispatchDescription;
/// A structure encapsulating the FidelityFX denoiser context.
///
/// This sets up an object which contains all persistent internal data and
/// resources that are required by Denoiser.
///
/// The <c><i>FfxDenoiserContext</i></c> object should have a lifetime matching
/// your use of Denoiser. Before destroying the Denoiser context care should be taken
/// to ensure the GPU is not accessing the resources created or used by Denoiser.
/// It is therefore recommended that the GPU is idle before destroying the
/// Denoiser context.
///
/// @ingroup FfxDenoiser
typedef struct FfxDenoiserContext {
uint32_t data[FFX_DENOISER_CONTEXT_SIZE]; ///< An opaque set of <c>uint32_t</c> which contain the data for the context.
} FfxDenoiserContext;
/// Create a FidelityFX Denoiser context from the parameters
/// programmed to the <c><i>FfxDenoiserContextDescription</i></c> structure.
///
/// The context structure is the main object used to interact with the
/// Denoiser API, and is responsible for the management of the internal resources
/// used by the Denoiser algorithm. When this API is called, multiple calls
/// will be made via the pointers contained in the <c><i>backendInterface</i></c>
/// structure. This backend will attempt to retrieve the device capabilities,
/// and create the internal resources, and pipelines required by Denoiser to function.
/// Depending on the precise configuration used when
/// creating the <c><i>FfxDenoiserContext</i></c> a different set of resources and
/// pipelines might be requested via the callback functions.
///
/// The <c><i>FfxDenoiserContext</i></c> should be destroyed when use of it is
/// completed, typically when an application is unloaded or shadow
/// denoising is disabled by a user. To destroy the Denoiser context you
/// should call <c><i>ffxDenoiserContextDestroy</i></c>.
///
/// @param [out] context A pointer to a <c><i>FfxDenoiserContext</i></c> structure to populate.
/// @param [in] contextDescription A pointer to a <c><i>FfxDenoiserContextDescription</i></c> structure.
///
/// @retval
/// FFX_OK The operation completed successfully.
/// @retval
/// FFX_ERROR_CODE_NULL_POINTER The operation failed because either <c><i>context</i></c> or <c><i>contextDescription</i></c> was <c><i>NULL</i></c>.
/// @retval
/// FFX_ERROR_INCOMPLETE_INTERFACE The operation failed because the <c><i>FfxDenoiserContextDescription.callbacks</i></c> was not fully specified.
/// @retval
/// FFX_ERROR_BACKEND_API_ERROR The operation failed because of an error returned from the backend.
///
/// @ingroup FfxDenoiser
FFX_API FfxErrorCode ffxDenoiserContextCreate(FfxDenoiserContext* pContext, const FfxDenoiserContextDescription* pContextDescription);
/// Dispatches work to the FidelityFX Denoiser context
///
/// @param [out] context A pointer to a <c><i>FfxDenoiserContext</i></c> structure to populate.
/// @param [in] dispatchDescription A pointer to a <c><i>FfxDenoiserShadowsDispatchDescription</i></c> structure.
///
/// @retval
/// FFX_OK The operation completed successfully.
/// @retval
/// FFX_ERROR_CODE_NULL_POINTER The operation failed because either <c><i>context</i></c> or <c><i>dispatchDescription</i></c> was <c><i>NULL</i></c>.
/// @retval
/// FFX_ERROR_BACKEND_API_ERROR The operation failed because of an error returned from the backend.
///
/// @ingroup FfxDenoiser
FFX_API FfxErrorCode ffxDenoiserContextDispatchShadows(FfxDenoiserContext* context, const FfxDenoiserShadowsDispatchDescription* dispatchDescription);
/// Dispatches work to the FidelityFX Denoiser context
///
/// @param [out] context A pointer to a <c><i>FfxDenoiserContext</i></c> structure to populate.
/// @param [in] dispatchDescription A pointer to a <c><i>FfxDenoiserReflectionsDispatchDescription</i></c> structure.
///
/// @retval
/// FFX_OK The operation completed successfully.
/// @retval
/// FFX_ERROR_CODE_NULL_POINTER The operation failed because either <c><i>context</i></c> or <c><i>dispatchDescription</i></c> was <c><i>NULL</i></c>.
/// @retval
/// FFX_ERROR_BACKEND_API_ERROR The operation failed because of an error returned from the backend.
///
/// @ingroup FfxDenoiser
FFX_API FfxErrorCode ffxDenoiserContextDispatchReflections(FfxDenoiserContext* context, const FfxDenoiserReflectionsDispatchDescription* dispatchDescription);
/// Destroy the FidelityFX Denoiser context.
///
/// @param [out] context A pointer to a <c><i>FfxDenoiserContext</i></c> structure to destroy.
///
/// @retval
/// FFX_OK The operation completed successfully.
/// @retval
/// FFX_ERROR_CODE_NULL_POINTER The operation failed because either <c><i>context</i></c> was <c><i>NULL</i></c>.
///
/// @ingroup FfxDenoiser
FFX_API FfxErrorCode ffxDenoiserContextDestroy(FfxDenoiserContext* context);
/// Queries the effect version number.
///
/// @returns
/// The SDK version the effect was built with.
///
/// @ingroup FfxDenoiser
FFX_API FfxVersionNumber ffxDenoiserGetEffectVersion();
#if defined(__cplusplus)
}
#endif // #if defined(__cplusplus)