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SSSR.cpp
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#include "SSSR.h"
#include "BlueNoise.h"
SSSR::SSSR() :
mComputeHierarchicalDepthBufferCS(nullptr),
mHierarchicalRayMarchingCS(nullptr),
mHierarchicalDepthBufferUAV(nullptr),
mHierarchicalDepthBufferSRV(nullptr),
mUAV(nullptr),
mSRV(nullptr),
mHierarchicalRayMarchingCB(nullptr),
mSobolBuffer(nullptr),
mRankingTileBuffer(nullptr),
mScramblingTileBuffer(nullptr),
mSobolSRV(nullptr),
mRankingTileSRV(nullptr),
mScramblingTileSRV(nullptr)
{}
SSSR::~SSSR()
{
SafeRelease(mComputeHierarchicalDepthBufferCS);
SafeRelease(mHierarchicalRayMarchingCS);
SafeRelease(mHierarchicalDepthBufferUAV);
SafeRelease(mHierarchicalDepthBufferSRV);
SafeRelease(mUAV);
SafeRelease(mSRV);
SafeRelease(mHierarchicalRayMarchingCB);
SafeRelease(mSobolBuffer);
SafeRelease(mRankingTileBuffer);
SafeRelease(mScramblingTileBuffer);
SafeRelease(mSobolSRV);
SafeRelease(mRankingTileSRV);
SafeRelease(mScramblingTileSRV);
}
void SSSR::init(ID3D11Device* device, UINT width, UINT height)
{
OnResize(device, width, height);
// compute hierarchical depth buffer CS
{
std::wstring path = L"ComputeHierarchicalDepthBufferCS.hlsl";
ID3DBlob* pCode;
HR(D3DCompileFromFile(path.c_str(), nullptr, nullptr, "main", "cs_5_0", 0, 0, &pCode, nullptr));
HR(device->CreateComputeShader(pCode->GetBufferPointer(), pCode->GetBufferSize(), nullptr, &mComputeHierarchicalDepthBufferCS));
}
// hierarchical ray marching CS
{
std::wstring path = L"HierarchicalRayMarchingCS.hlsl";
ID3DBlob* pCode;
HR(D3DCompileFromFile(path.c_str(), nullptr, nullptr, "main", "cs_5_0", 0, 0, &pCode, nullptr));
HR(device->CreateComputeShader(pCode->GetBufferPointer(), pCode->GetBufferSize(), nullptr, &mHierarchicalRayMarchingCS));
}
// constant buffer
{
D3D11_BUFFER_DESC desc;
desc.ByteWidth = sizeof(ConstantBuffer);
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
desc.StructureByteStride = 0;
HR(device->CreateBuffer(&desc, nullptr, &mHierarchicalRayMarchingCB));
}
// blue noise
{
auto CreateStructuredBufferSRV = [device](const std::vector<UINT>& elements, ID3D11Buffer*& buffer, ID3D11ShaderResourceView*& srv)
{
// buffer
{
D3D11_BUFFER_DESC desc;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.ByteWidth = sizeof(UINT) * elements.size();
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = 0;
desc.StructureByteStride = sizeof(UINT);
desc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED;
D3D11_SUBRESOURCE_DATA data;
data.pSysMem = elements.data();
data.SysMemPitch = 0;
data.SysMemSlicePitch = 0;
HR(device->CreateBuffer(&desc, &data, &buffer));
}
// SRV
{
D3D11_SHADER_RESOURCE_VIEW_DESC desc;
desc.Format = DXGI_FORMAT_UNKNOWN;
desc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
desc.Buffer.FirstElement = 0;
desc.Buffer.NumElements = elements.size();
HR(device->CreateShaderResourceView(buffer, &desc, &srv));
}
};
// sobol buffer
CreateStructuredBufferSRV(sobol_256spp_256d, mSobolBuffer, mSobolSRV);
// scrambling tile buffer
CreateStructuredBufferSRV(scramblingTile, mScramblingTileBuffer, mScramblingTileSRV);
// ranking tile buffer
CreateStructuredBufferSRV(rankingTile, mRankingTileBuffer, mRankingTileSRV);
}
}
void SSSR::OnResize(ID3D11Device* device, UINT width, UINT height)
{
mWidth = width;
mHeight = height;
// hierarchical depth buffer UAV and SRV
{
SafeRelease(mHierarchicalDepthBufferSRV);
for (ID3D11UnorderedAccessView* uav : mHierarchicalDepthBufferUAV)
{
SafeRelease(uav);
}
D3D11_TEXTURE2D_DESC TextureDesc;
TextureDesc.Width = mWidth;
TextureDesc.Height = mHeight;
TextureDesc.MipLevels = std::ceil(std::log2(std::min(mWidth, mHeight)));;
TextureDesc.ArraySize = 1;
TextureDesc.Format = DXGI_FORMAT_R32_FLOAT;
TextureDesc.SampleDesc.Count = 1;
TextureDesc.SampleDesc.Quality = 0;
TextureDesc.Usage = D3D11_USAGE_DEFAULT;
TextureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_UNORDERED_ACCESS;
TextureDesc.CPUAccessFlags = 0;
TextureDesc.MiscFlags = 0;
ID3D11Texture2D* texture = nullptr;
HR(device->CreateTexture2D(&TextureDesc, 0, &texture));
HR(device->CreateShaderResourceView(texture, nullptr, &mHierarchicalDepthBufferSRV));
mHierarchicalDepthBufferUAV.resize(TextureDesc.MipLevels);
for (UINT i = 0; i < mHierarchicalDepthBufferUAV.size(); ++i)
{
D3D11_UNORDERED_ACCESS_VIEW_DESC desc;
desc.Format = TextureDesc.Format;
desc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D;
desc.Texture2D.MipSlice = i;
HR(device->CreateUnorderedAccessView(texture, &desc, &mHierarchicalDepthBufferUAV[i]));
}
SafeRelease(texture);
}
// reflections map UAV and SRV
{
SafeRelease(mUAV);
SafeRelease(mSRV);
D3D11_TEXTURE2D_DESC desc;
desc.Width = mWidth;
desc.Height = mHeight;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_UNORDERED_ACCESS | D3D11_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
ID3D11Texture2D* texture = nullptr;
HR(device->CreateTexture2D(&desc, nullptr, &texture));
HR(device->CreateUnorderedAccessView(texture, nullptr, &mUAV));
HR(device->CreateShaderResourceView(texture, nullptr, &mSRV));
SafeRelease(texture);
}
mDebugQuad.OnResize(mWidth, mHeight, (float)mWidth / (float)mHeight);
}
void SSSR::ComputeHierarchicalDepthBuffer(ID3D11Device* device, ID3D11DeviceContext* context, ID3D11ShaderResourceView* depth)
{
context->CSSetShader(mComputeHierarchicalDepthBufferCS, nullptr, 0);
// bind SRV and UAV
{
context->CSSetShaderResources(0, 1, &depth);
context->CSSetUnorderedAccessViews(0, 1, &mHierarchicalDepthBufferUAV, nullptr);
}
// clear UAV
{
const FLOAT values[] = { 0, 0, 0, 0 };
context->ClearUnorderedAccessViewFloat(mHierarchicalDepthBufferUAV, values);
}
// dispatch
{
auto RoundedDivide = [](float value, float divisor) -> UINT
{
return (value + divisor - 1) / divisor;
};
UINT GroupsX = RoundedDivide(mWidth, 8u);
UINT GroupsY = RoundedDivide(mHeight, 8u);
context->Dispatch(GroupsX, GroupsY, 1);
}
// unbind SRV and UAV
{
ID3D11ShaderResourceView* const NullSRVs[1] = { nullptr };
context->CSSetShaderResources(0, 1, NullSRVs);
ID3D11UnorderedAccessView* const NullUAVs[1] = { nullptr };
context->CSSetUnorderedAccessViews(0, 1, NullUAVs, nullptr);
}
}
void SSSR::draw(ID3D11DeviceContext* context, const CameraObject& camera, ID3D11ShaderResourceView* LightPass, ID3D11ShaderResourceView* DepthBufferHierarchy, ID3D11ShaderResourceView* normals, UINT FrameIndex)
{
const FLOAT values[] = { 0, 0, 0, 0 };
context->ClearUnorderedAccessViewFloat(mUAV, values);
// bind compute shader
context->CSSetShader(mHierarchicalRayMarchingCS, nullptr, 0);
// update and bind constant buffer
{
ConstantBuffer buffer;
XMMATRIX view = XMLoadFloat4x4(&camera.mView);
XMStoreFloat4x4(&buffer.view, view);
{
XMVECTOR det = XMMatrixDeterminant(view);
XMStoreFloat4x4(&buffer.ViewInverse, XMMatrixInverse(&det, view));
}
XMMATRIX proj = camera.mProj;
XMStoreFloat4x4(&buffer.proj, proj);
{
XMVECTOR det = XMMatrixDeterminant(proj);
XMStoreFloat4x4(&buffer.ProjInverse, XMMatrixInverse(&det, proj));
}
{
XMMATRIX ViewProj = view * proj;
XMVECTOR det = XMMatrixDeterminant(ViewProj);
XMStoreFloat4x4(&buffer.ViewProjInverse, XMMatrixInverse(&det, ViewProj));
}
buffer.FrameIndex = FrameIndex;
context->UpdateSubresource(mHierarchicalRayMarchingCB, 0, 0, &buffer, 0, 0);
context->CSSetConstantBuffers(0, 1, &mHierarchicalRayMarchingCB);
}
// bind SRVs
{
context->CSSetShaderResources(0, 1, &LightPass);
context->CSSetShaderResources(1, 1, &DepthBufferHierarchy);
context->CSSetShaderResources(2, 1, &normals);
//context->UpdateSubresource(mSobolBuffer, 0, nullptr, sobol_256spp_256d.data(), 0, 0);
context->CSSetShaderResources(5, 1, &mSobolSRV);
context->CSSetShaderResources(6, 1, &mScramblingTileSRV);
context->CSSetShaderResources(7, 1, &mRankingTileSRV);
}
// bind UAVs
{
context->CSSetUnorderedAccessViews(0, 1, &mUAV, nullptr);
const UINT values[] = { 0, 0, 0, 0 };
context->ClearUnorderedAccessViewUint(mUAV, values);
}
auto RoundedDivide = [](float value, float divisor) -> UINT
{
return (value + divisor - 1) / divisor;
};
UINT GroupsX = RoundedDivide(mWidth, 8u);
UINT GroupsY = RoundedDivide(mHeight, 8u);
context->Dispatch(GroupsX, GroupsY, 1);
// unbind SRVs
{
ID3D11ShaderResourceView* const NullSRVs[6] = { nullptr, nullptr, nullptr, nullptr, nullptr, nullptr };
context->CSSetShaderResources(0, 6, NullSRVs);
}
// unbind UAVs
{
ID3D11UnorderedAccessView* const NullUAV[1] = { nullptr };
context->CSSetUnorderedAccessViews(0, 1, NullUAV, nullptr);
}
}