267 lines
15 KiB
C
267 lines
15 KiB
C
// This file is part of the FidelityFX SDK.
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//
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// Copyright (C) 2024 Advanced Micro Devices, Inc.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files(the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and /or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions :
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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#pragma once
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// Include the interface for the backend of the Denoiser API.
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#include <FidelityFX/host/ffx_interface.h>
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/// @defgroup FfxDenoiser FidelityFX Denoiser
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/// FidelityFX Denoiser runtime library
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///
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/// @ingroup SDKComponents
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/// FidelityFX Denoiser major version.
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///
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/// @ingroup FfxDenoiser
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#define FFX_DENOISER_VERSION_MAJOR (1)
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/// FidelityFX Denoiser minor version.
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///
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/// @ingroup FfxDenoiser
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#define FFX_DENOISER_VERSION_MINOR (3)
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/// FidelityFX Denoiser patch version.
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///
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/// @ingroup FfxDenoiser
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#define FFX_DENOISER_VERSION_PATCH (0)
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/// FidelityFX denoiser context count
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///
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/// Defines the number of internal effect contexts required by the denoiser
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///
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/// @ingroup FfxDenoiser
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#define FFX_DENOISER_CONTEXT_COUNT 1
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/// The size of the context specified in 32bit values.
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///
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/// @ingroup Denoiser
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#define FFX_DENOISER_CONTEXT_SIZE (73098)
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#if defined(__cplusplus)
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extern "C" {
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#endif // #if defined(__cplusplus)
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/// An enumeration of the pass which constitutes the Denoiser algorithm.
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///
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/// @ingroup Denoiser
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typedef enum FfxDenoiserPass
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{
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FFX_DENOISER_PASS_PREPARE_SHADOW_MASK = 0,
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FFX_DENOISER_PASS_SHADOWS_TILE_CLASSIFICATION = 1,
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FFX_DENOISER_PASS_FILTER_SOFT_SHADOWS_0 = 2,
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FFX_DENOISER_PASS_FILTER_SOFT_SHADOWS_1 = 3,
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FFX_DENOISER_PASS_FILTER_SOFT_SHADOWS_2 = 4,
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FFX_DENOISER_PASS_REPROJECT_REFLECTIONS = 5, ///< A pass which reprojects and estimates the variance.
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FFX_DENOISER_PASS_PREFILTER_REFLECTIONS = 6, ///< A pass which spatially filters the reflections.
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FFX_DENOISER_PASS_RESOLVE_TEMPORAL_REFLECTIONS = 7, ///< A pass which temporally filters the reflections.
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FFX_DENOISER_PASS_COUNT ///< The number of passes in Denoiser
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} FfxDenoiserPass;
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/// An enumeration of bit flags used when creating a
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/// <c><i>FfxDenoiserContext</i></c>. See <c><i>FfxDenoiserContextDescription</i></c>.
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///
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/// @ingroup FfxDenoiser
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typedef enum FfxDenoiserInitializationFlagBits {
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FFX_DENOISER_SHADOWS = (1 << 0), ///< A bit indicating that the denoiser is used for denoising shadows
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FFX_DENOISER_REFLECTIONS = (1 << 1), ///< A bit indicating that the denoiser is used for denoising reflections
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FFX_DENOISER_ENABLE_DEPTH_INVERTED = (1 << 2), ///< A bit indicating that the input depth buffer data provided is inverted [1..0].
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} FfxDenoiserInitializationFlagBits;
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/// A structure encapsulating the parameters required to initialize FidelityFX Denoiser
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///
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/// @ingroup FfxDenoiser
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typedef struct FfxDenoiserContextDescription {
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uint32_t flags; ///< A collection of <c><i>FfxDenoiserInitializationFlagBits</i></c>
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FfxDimensions2D windowSize; ///< The resolution that was used for rendering the input resource.
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FfxSurfaceFormat normalsHistoryBufferFormat; ///< The format used by the reflections denoiser to store the normals buffer history
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FfxInterface backendInterface; ///< A set of pointers to the backend implementation for FidelityFX.
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} FfxDenoiserContextDescription;
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/// A structure encapsulating the parameters for dispatching
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/// of FidelityFX Denoiser
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///
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/// @ingroup FfxDenoiser
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typedef struct FfxDenoiserShadowsDispatchDescription {
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FfxCommandList commandList; ///< The <c><i>FfxCommandList</i></c> to record Denoiser rendering commands into.
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FfxResource hitMaskResults; ///< A <c><i>FfxResource</i></c> containing the raytracing results where every pixel represents a 8x4 tile.
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FfxResource depth; ///< A <c><i>FfxResource</i></c> containing 32bit depth values for the current frame.
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FfxResource velocity; ///< A <c><i>FfxResource</i></c> containing 2-dimensional motion vectors.
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FfxResource normal; ///< A <c><i>FfxResource</i></c> containing the normals.
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FfxResource shadowMaskOutput; ///< A <c><i>FfxResource</i></c> which is used to store the fullscreen raytracing output.
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FfxFloat32x2 motionVectorScale; ///< A multiply factor to transform the motion vectors to the space expected by the shadow denoiser.
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FfxFloat32 normalsUnpackMul; ///< A multiply factor to transform the normal to the space expected by the shadow denoiser.
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FfxFloat32 normalsUnpackAdd; ///< An offset to transform the normal to the space expected by the shadow denoiser.
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FfxFloat32x3 eye; ///< The camera position
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uint32_t frameIndex; ///< The current frame index
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FfxFloat32 projectionInverse[16]; ///< The inverse of the camera projection matrix
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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
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FfxFloat32 viewProjectionInverse[16]; ///< The inverse of the camera view-projection matrix
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FfxFloat32 depthSimilaritySigma; ///< A constant factor used in the denoising filters, defaults to 1.0f
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} FfxDenoiserShadowsDispatchDescription;
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/// A structure encapsulating the parameters for dispatching
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/// of FidelityFX Denoiser
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///
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/// @ingroup FfxDenoiser
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typedef struct FfxDenoiserReflectionsDispatchDescription {
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FfxCommandList commandList; ///< The <c><i>FfxCommandList</i></c> to record Denoiser rendering commands into.
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FfxResource depthHierarchy; ///< A <c><i>FfxResource</i></c> containing the depth buffer with full mip maps for the current frame.
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FfxResource motionVectors; ///< A <c><i>FfxResource</i></c> containing the motion vectors buffer for the current frame.
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FfxResource normal; ///< A <c><i>FfxResource</i></c> containing the normal buffer for the current frame.
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FfxResource radianceA; ///< A <c><i>FfxResource</i></c> containing the ping-pong radiance buffers to filter.
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FfxResource radianceB; ///< A <c><i>FfxResource</i></c> containing the ping-pong radiance buffers to filter.
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FfxResource varianceA; ///< A <c><i>FfxResource</i></c> containing the ping-pong variance buffers used to filter and guide reflections.
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FfxResource varianceB; ///< A <c><i>FfxResource</i></c> containing the ping-pong variance buffers used to filter and guide reflections.
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FfxResource extractedRoughness; ///< A <c><i>FfxResource</i></c> containing the roughness of the current frame.
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FfxResource denoiserTileList; ///< A <c><i>FfxResource</i></c> containing the tiles to be denoised.
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FfxResource indirectArgumentsBuffer; ///< A <c><i>FfxResource</i></c> containing the indirect arguments used by the indirect dispatch calls tha compose the denoiser.
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FfxResource output; ///< A <c><i>FfxResource</i></c> to store the denoised reflections.
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FfxDimensions2D renderSize; ///< The resolution that was used for rendering the input resources.
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FfxFloatCoords2D motionVectorScale; ///< The scale factor to apply to motion vectors.
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float invProjection[16]; ///< An array containing the inverse of the projection matrix in column major layout.
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float invView[16]; ///< An array containing the inverse of the view matrix in column major layout.
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float prevViewProjection[16]; ///< An array containing the view projection matrix of the previous frame in column major layout.
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float normalsUnpackMul; ///< A multiply factor to transform the normal to the space expected by SSSR.
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float normalsUnpackAdd; ///< An offset to transform the normal to the space expected by SSSR.
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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.
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uint32_t roughnessChannel; ///< The channel to read the roughness from the materialParameters texture
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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.
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float roughnessThreshold; ///< Regions with a roughness value greater than this threshold won't spawn rays.
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uint32_t frameIndex; ///< The index of the current frame.
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bool reset;
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} FfxDenoiserReflectionsDispatchDescription;
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/// A structure encapsulating the FidelityFX denoiser context.
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///
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/// This sets up an object which contains all persistent internal data and
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/// resources that are required by Denoiser.
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///
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/// The <c><i>FfxDenoiserContext</i></c> object should have a lifetime matching
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/// your use of Denoiser. Before destroying the Denoiser context care should be taken
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/// to ensure the GPU is not accessing the resources created or used by Denoiser.
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/// It is therefore recommended that the GPU is idle before destroying the
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/// Denoiser context.
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///
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/// @ingroup FfxDenoiser
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typedef struct FfxDenoiserContext {
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uint32_t data[FFX_DENOISER_CONTEXT_SIZE]; ///< An opaque set of <c>uint32_t</c> which contain the data for the context.
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} FfxDenoiserContext;
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/// Create a FidelityFX Denoiser context from the parameters
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/// programmed to the <c><i>FfxDenoiserContextDescription</i></c> structure.
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///
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/// The context structure is the main object used to interact with the
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/// Denoiser API, and is responsible for the management of the internal resources
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/// used by the Denoiser algorithm. When this API is called, multiple calls
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/// will be made via the pointers contained in the <c><i>backendInterface</i></c>
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/// structure. This backend will attempt to retrieve the device capabilities,
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/// and create the internal resources, and pipelines required by Denoiser to function.
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/// Depending on the precise configuration used when
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/// creating the <c><i>FfxDenoiserContext</i></c> a different set of resources and
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/// pipelines might be requested via the callback functions.
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///
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/// The <c><i>FfxDenoiserContext</i></c> should be destroyed when use of it is
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/// completed, typically when an application is unloaded or shadow
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/// denoising is disabled by a user. To destroy the Denoiser context you
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/// should call <c><i>ffxDenoiserContextDestroy</i></c>.
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///
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/// @param [out] context A pointer to a <c><i>FfxDenoiserContext</i></c> structure to populate.
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/// @param [in] contextDescription A pointer to a <c><i>FfxDenoiserContextDescription</i></c> structure.
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///
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/// @retval
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/// FFX_OK The operation completed successfully.
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/// @retval
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/// 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>.
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/// @retval
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/// FFX_ERROR_INCOMPLETE_INTERFACE The operation failed because the <c><i>FfxDenoiserContextDescription.callbacks</i></c> was not fully specified.
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/// @retval
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/// FFX_ERROR_BACKEND_API_ERROR The operation failed because of an error returned from the backend.
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///
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/// @ingroup FfxDenoiser
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FFX_API FfxErrorCode ffxDenoiserContextCreate(FfxDenoiserContext* pContext, const FfxDenoiserContextDescription* pContextDescription);
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/// Dispatches work to the FidelityFX Denoiser context
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///
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/// @param [out] context A pointer to a <c><i>FfxDenoiserContext</i></c> structure to populate.
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/// @param [in] dispatchDescription A pointer to a <c><i>FfxDenoiserShadowsDispatchDescription</i></c> structure.
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///
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/// @retval
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/// FFX_OK The operation completed successfully.
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/// @retval
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/// 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>.
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/// @retval
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/// FFX_ERROR_BACKEND_API_ERROR The operation failed because of an error returned from the backend.
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///
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/// @ingroup FfxDenoiser
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FFX_API FfxErrorCode ffxDenoiserContextDispatchShadows(FfxDenoiserContext* context, const FfxDenoiserShadowsDispatchDescription* dispatchDescription);
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/// Dispatches work to the FidelityFX Denoiser context
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///
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/// @param [out] context A pointer to a <c><i>FfxDenoiserContext</i></c> structure to populate.
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/// @param [in] dispatchDescription A pointer to a <c><i>FfxDenoiserReflectionsDispatchDescription</i></c> structure.
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///
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/// @retval
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/// FFX_OK The operation completed successfully.
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/// @retval
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/// 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>.
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/// @retval
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/// FFX_ERROR_BACKEND_API_ERROR The operation failed because of an error returned from the backend.
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///
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/// @ingroup FfxDenoiser
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FFX_API FfxErrorCode ffxDenoiserContextDispatchReflections(FfxDenoiserContext* context, const FfxDenoiserReflectionsDispatchDescription* dispatchDescription);
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/// Destroy the FidelityFX Denoiser context.
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///
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/// @param [out] context A pointer to a <c><i>FfxDenoiserContext</i></c> structure to destroy.
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///
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/// @retval
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/// FFX_OK The operation completed successfully.
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/// @retval
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/// FFX_ERROR_CODE_NULL_POINTER The operation failed because either <c><i>context</i></c> was <c><i>NULL</i></c>.
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///
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/// @ingroup FfxDenoiser
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FFX_API FfxErrorCode ffxDenoiserContextDestroy(FfxDenoiserContext* context);
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/// Queries the effect version number.
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///
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/// @returns
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/// The SDK version the effect was built with.
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///
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/// @ingroup FfxDenoiser
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FFX_API FfxVersionNumber ffxDenoiserGetEffectVersion();
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#if defined(__cplusplus)
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}
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#endif // #if defined(__cplusplus)
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