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// This code contains NVIDIA Confidential Information and is disclosed to you
// under a form of NVIDIA software license agreement provided separately to you.
//
// Notice
// NVIDIA Corporation and its licensors retain all intellectual property and
// proprietary rights in and to this software and related documentation and
// any modifications thereto. Any use, reproduction, disclosure, or
// distribution of this software and related documentation without an express
// license agreement from NVIDIA Corporation is strictly prohibited.
//
// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
//
// Information and code furnished is believed to be accurate and reliable.
// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
// information or for any infringement of patents or other rights of third parties that may
// result from its use. No license is granted by implication or otherwise under any patent
// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
// This code supersedes and replaces all information previously supplied.
// NVIDIA Corporation products are not authorized for use as critical
// components in life support devices or systems without express written approval of
// NVIDIA Corporation.
//
// Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved.

#pragma once
#include "Viewports.h"
#include "InputDepthInfo.h"
#include "MathUtil.h"
#include "RandomTexture.h"
#include "shaders/src/ConstantBuffers.hlsl"

namespace GFSDK
{
namespace SSAO
{

//--------------------------------------------------------------------------------
class GlobalConstants
{
public:
    GlobalConstants()
    {
        ZERO_STRUCT(m_Data);

        // Can be useful for figuring out the HBAO+ version from an APIC or NSight capture
        m_Data.u4BuildVersion = GFSDK_SSAO_Version();
    }

    void SetAOParameters(const GFSDK_SSAO_Parameters& Params, const InputDepthInfo& InputDepth);
    void SetRenderMask(GFSDK_SSAO_RenderMask RenderMask);
    void SetDepthData(const InputDepthInfo& InputDepth);
    void SetResolutionConstants(const SSAO::Viewports &Viewports);
    void SetNormalData(const GFSDK_SSAO_InputNormalData& NormalData);

protected:
    GlobalConstantBuffer m_Data;

    void SetDepthLinearizationConstants(const InputDepthInfo& InputDepth);
    void SetProjectionConstants(const InputDepthInfo& InputDepth);
    void SetViewportConstants(const InputDepthInfo& InputDepth);

    void SetBlurConstants(const GFSDK_SSAO_BlurParameters& Params, const InputDepthInfo& InputDepth);
    void SetAORadiusConstants(const GFSDK_SSAO_Parameters& Params, const InputDepthInfo& InputDepth);
    void SetDepthThresholdConstants(const GFSDK_SSAO_DepthThreshold& Params);
};

//--------------------------------------------------------------------------------
class PerPassConstants
{
public:
    PerPassConstants()
    {
        ZERO_STRUCT(m_Data);
    }

    void SetOffset(UINT OffsetX, UINT OffsetY)
    {
        m_Data.PerPassConstants.f2Offset.X = float(OffsetX) + 0.5f;
        m_Data.PerPassConstants.f2Offset.Y = float(OffsetY) + 0.5f;
    }

    void SetJitter(float4 Jitter)
    {
        m_Data.PerPassConstants.f4Jitter = Jitter;
    }

    void SetSliceIndex(UINT SliceIndex)
    {
        m_Data.PerPassConstants.fSliceIndex = float(SliceIndex);
        m_Data.PerPassConstants.uSliceIndex = SliceIndex;
    }

protected:
    PerPassConstantBuffer m_Data;
};

//--------------------------------------------------------------------------------
#if SUPPORT_D3D11
namespace D3D11
{

class BaseConstantBuffer
{
public:
    BaseConstantBuffer(UINT ByteWidth)
        : m_ByteWidth(ByteWidth)
        , m_pConstantBuffer(NULL)
    {
    }

    void Create(ID3D11Device* pD3DDevice, D3D11_SUBRESOURCE_DATA* pSubresourceData = NULL)
    {
        D3D11_BUFFER_DESC BufferDesc = 
        {
             m_ByteWidth, //ByteWidth
             D3D11_USAGE_DEFAULT, //Usage
             D3D11_BIND_CONSTANT_BUFFER, //BindFlags
             0, //CPUAccessFlags
             0  //MiscFlags
        };

        // The D3D11 runtime requires constant buffer sizes to be multiple of 16 bytes
        ASSERT(BufferDesc.ByteWidth % 16 == 0);

        ASSERT(!m_pConstantBuffer);
        SAFE_D3D_CALL( pD3DDevice->CreateBuffer(&BufferDesc, pSubresourceData, &m_pConstantBuffer) );
    }

    void Release()
    {
        SAFE_RELEASE(m_pConstantBuffer);
    }

    void UpdateCB(ID3D11DeviceContext* pDeviceContext, void* pData)
    {
        ASSERT(m_pConstantBuffer);

        pDeviceContext->UpdateSubresource(m_pConstantBuffer, 0, NULL, pData, 0, 0);
    }

    ID3D11Buffer*& GetCB()
    {
        return m_pConstantBuffer;
    }

protected:
    UINT m_ByteWidth;
    ID3D11Buffer *m_pConstantBuffer;
};

//--------------------------------------------------------------------------------
class GlobalConstantBuffer : public GlobalConstants, public D3D11::BaseConstantBuffer
{
public:
    GlobalConstantBuffer()
        : GlobalConstants()
        , D3D11::BaseConstantBuffer(sizeof(m_Data))
    {
    }
    void UpdateBuffer(ID3D11DeviceContext* pDeviceContext, GFSDK_SSAO_RenderMask RenderMask)
    {
        SetRenderMask(RenderMask);
        UpdateCB(pDeviceContext, &m_Data);
    }
};

//--------------------------------------------------------------------------------
class PerPassConstantBuffer : public PerPassConstants, public D3D11::BaseConstantBuffer
{
public:
    PerPassConstantBuffer() 
        : PerPassConstants()
        , D3D11::BaseConstantBuffer(sizeof(m_Data))
    {
    }
    void Create(ID3D11Device* pD3DDevice)
    {
        D3D11_SUBRESOURCE_DATA SubresourceData = { &m_Data };
        D3D11::BaseConstantBuffer::Create(pD3DDevice, &SubresourceData);
    }
};

//--------------------------------------------------------------------------------
class PerPassConstantBuffers
{
public:
    void Create(ID3D11Device* pD3DDevice)
    {
        for (UINT SliceIndex = 0; SliceIndex < SIZEOF_ARRAY(m_CBs); ++SliceIndex)
        {
            m_CBs[SliceIndex].SetOffset(SliceIndex % 4, SliceIndex / 4);
            m_CBs[SliceIndex].SetJitter(m_RandomTexture.GetJitter(SliceIndex));
            m_CBs[SliceIndex].SetSliceIndex(SliceIndex);
            m_CBs[SliceIndex].Create(pD3DDevice);
        }
    }
    void Release()
    {
        for (UINT PassIndex = 0; PassIndex < SIZEOF_ARRAY(m_CBs); ++PassIndex)
        {
            m_CBs[PassIndex].Release();
        }
    }
    ID3D11Buffer*& GetCB(UINT PassIndex)
    {
        ASSERT(PassIndex < SIZEOF_ARRAY(m_CBs));
        return m_CBs[PassIndex].GetCB();
    }

private:
    PerPassConstantBuffer m_CBs[16];
    GFSDK::SSAO::RandomTexture m_RandomTexture;
};

} // namespace D3D11
#endif // SUPPORT_D3D11

//--------------------------------------------------------------------------------
#if SUPPORT_D3D12
namespace D3D12
{

//--------------------------------------------------------------------------------
struct GFSDK_D3D12_ConstantBufferView
{
    ID3D12Resource* pResource;
    D3D12_CONSTANT_BUFFER_VIEW_DESC Desc;
    D3D12_CPU_DESCRIPTOR_HANDLE CpuHandle;
};

//--------------------------------------------------------------------------------
class BaseConstantBuffer
{
public:
    BaseConstantBuffer(UINT ByteWidth)
        : m_ByteWidth(ByteWidth)
    {
    }

    void Create(GFSDK_D3D12_GraphicsContext* pContext, CBVSRVUAVLayoutBase Base, UINT BaseOffset)
    {
        ASSERT(!m_pConstantBuffer.pResource);

        // CB size is required to be 256-byte aligned.
        const UINT AlignedByteWidth = ALIGNED_SIZE(m_ByteWidth, D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT);

        THROW_IF_FAILED(pContext->pDevice->CreateCommittedResource(
            &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD, pContext->NodeMask, pContext->NodeMask),
            D3D12_HEAP_FLAG_NONE,
            &CD3DX12_RESOURCE_DESC::Buffer(AlignedByteWidth),
            D3D12_RESOURCE_STATE_GENERIC_READ,
            nullptr,
            IID_PPV_ARGS(&m_pConstantBuffer.pResource)));

        D3D12_CONSTANT_BUFFER_VIEW_DESC cbvDesc = {};
        cbvDesc.BufferLocation = m_pConstantBuffer.pResource->GetGPUVirtualAddress();
        cbvDesc.SizeInBytes = AlignedByteWidth;

        m_pConstantBuffer.CpuHandle = pContext->DescHeaps.CBVSRVUAV.GetCPUHandle((UINT)Base + BaseOffset);
        pContext->pDevice->CreateConstantBufferView(&cbvDesc, m_pConstantBuffer.CpuHandle);

        m_pConstantBuffer.pResource->Map(0, nullptr, reinterpret_cast<void**>(&mCBUploadPtr));
    }

    void Release()
    {
        if (m_pConstantBuffer.pResource)
        {
            m_pConstantBuffer.pResource->Unmap(0, nullptr);
            SAFE_RELEASE(m_pConstantBuffer.pResource);
        }
    }

    void UpdateCB(GFSDK_D3D12_GraphicsContext* pGraphicsContext, void* pData)
    {
        memcpy(mCBUploadPtr, pData, m_ByteWidth);
    }

    GFSDK_D3D12_ConstantBufferView m_pConstantBuffer;

protected:
    UINT m_ByteWidth;
    void* mCBUploadPtr;
};

//--------------------------------------------------------------------------------
class GlobalConstantBuffer : public GlobalConstants, public D3D12::BaseConstantBuffer
{
public:
    GlobalConstantBuffer()
        : GlobalConstants()
        , D3D12::BaseConstantBuffer(sizeof(m_Data))
    {
    }
    void UpdateBuffer(GFSDK_D3D12_GraphicsContext* pGraphicsContext, GFSDK_SSAO_RenderMask RenderMask)
    {
        SetRenderMask(RenderMask);
        UpdateCB(pGraphicsContext, &m_Data);
    }
};

//--------------------------------------------------------------------------------
class PerPassConstantBuffer : public PerPassConstants, public D3D12::BaseConstantBuffer
{
public:
    PerPassConstantBuffer()
        : PerPassConstants()
        , D3D12::BaseConstantBuffer(sizeof(m_Data))
    {
    }
    void UpdateBuffer(GFSDK_D3D12_GraphicsContext* pGraphicsContext)
    {
        UpdateCB(pGraphicsContext, &m_Data);
    }
};

//--------------------------------------------------------------------------------
class PerPassConstantBuffers
{
public:
    void Create(GFSDK_D3D12_GraphicsContext* pD3DDevice, CBVSRVUAVLayoutBase Base)
    {
        for (UINT SliceIndex = 0; SliceIndex < SIZEOF_ARRAY(m_CBs); ++SliceIndex)
        {
            m_CBs[SliceIndex].SetOffset(SliceIndex % 4, SliceIndex / 4);
            m_CBs[SliceIndex].SetJitter(m_RandomTexture.GetJitter(SliceIndex));
            m_CBs[SliceIndex].SetSliceIndex(SliceIndex);

            m_CBs[SliceIndex].Create(pD3DDevice, Base, SliceIndex);
            m_CBs[SliceIndex].UpdateBuffer(pD3DDevice);
        }
    }
    void Release()
    {
        for (UINT PassIndex = 0; PassIndex < SIZEOF_ARRAY(m_CBs); ++PassIndex)
        {
            m_CBs[PassIndex].Release();
        }
    }

private:
    PerPassConstantBuffer m_CBs[16];
    GFSDK::SSAO::RandomTexture m_RandomTexture;
};

} // namespace D3D12
#endif // SUPPORT_D3D12

} // namespace SSAO
} // namespace GFSDK