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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-10-17 08:39:19 +02:00
Files
maszyna/betterRenderer/renderer/source/auto_exposure.cpp
maj00r 26501b0fd7 hoist standard includes above everything else
Ordering them before the imports in the same file was not enough: a
project header on line 1 can import a module several levels down whose
global module fragment already pulled in the same standard header, and
that include guard does not cross the module boundary. Putting them
first means the guard is set before anything can import.

Skips vendored single-header libraries and anything inside an #if.
2026-09-10 01:02:17 +02:00

115 lines
4.5 KiB
C++

#include <cstdint>
#include "auto_exposure.h"
#include <nvrhi/utils.h>
#include "config.h"
#include "nvrenderer/nvrenderer.h"
#include "nvrendererbackend.h"
MaAutoExposure::MaAutoExposure(NvRenderer *renderer)
: MaResourceRegistry(renderer), m_backend(renderer->GetBackend()) {}
void MaAutoExposure::Render(nvrhi::ICommandList *command_list) {
PushConstantsAutoExposure push_constants{};
push_constants.m_delta_time = .01f;
push_constants.m_num_mips = m_num_mips;
push_constants.m_num_workgroups =
((m_width + 63) / 64) * ((m_height + 64) / 64);
push_constants.m_min_luminance_ev =
NvRenderer::Config()->m_lighting.m_min_luminance_ev;
push_constants.m_max_luminance_ev =
NvRenderer::Config()->m_lighting.m_max_luminance_ev;
command_list->setComputeState(nvrhi::ComputeState()
.addBindingSet(m_bindings_auto_exposure)
.setPipeline(m_pso_auto_exposure));
command_list->setPushConstants(&push_constants, sizeof(push_constants));
command_list->dispatch((m_width + 63) / 64, (m_height + 64) / 64, 1);
command_list->setComputeState(
nvrhi::ComputeState()
.addBindingSet(m_bindings_auto_exposure_apply)
.setPipeline(m_pso_auto_exposure_apply));
command_list->dispatch((m_width + 7) / 8, (m_height + 7) / 8, 1);
}
void MaAutoExposure::Init() {
nvrhi::TextureHandle input_texture = dynamic_cast<nvrhi::ITexture *>(
GetResource("scene_lit_texture", nvrhi::ResourceType::Texture_SRV)
.m_resource);
auto desc = input_texture->getDesc();
m_width = desc.width;
m_height = desc.height;
m_num_mips =
glm::floor(glm::log2(static_cast<float>(glm::max(m_width, m_height))));
m_6th_mip_img = m_backend->GetDevice()->createTexture(
nvrhi::TextureDesc()
.setFormat(nvrhi::Format::R32_FLOAT)
.setWidth(m_width >> 6)
.setHeight(m_height >> 6)
.setIsUAV(true)
.setInitialState(nvrhi::ResourceStates::UnorderedAccess)
.setKeepInitialState(true)
.setDebugName("Auto Exposure 6th Mip"));
m_output_exposure_fsr2 = m_backend->GetDevice()->createTexture(
nvrhi::TextureDesc()
.setFormat(nvrhi::Format::RG16_FLOAT)
.setWidth(1)
.setHeight(1)
.setIsUAV(true)
.setInitialState(nvrhi::ResourceStates::ShaderResource)
.setKeepInitialState(true)
.setDebugName("Auto Exposure Output (FSR2)"));
m_atomic_counter = m_backend->GetDevice()->createBuffer(
nvrhi::BufferDesc()
.setByteSize(sizeof(uint32_t))
.setStructStride(sizeof(uint32_t))
.setCanHaveUAVs(true)
.setInitialState(nvrhi::ResourceStates::UnorderedAccess)
.setKeepInitialState(true)
.setDebugName("Auto Exposure Atomic Counter"));
auto cs_auto_exposure = m_backend->CreateShader(
"autoexp_compute_avg_luminance", nvrhi::ShaderType::Compute);
nvrhi::BindingLayoutHandle binding_layout;
nvrhi::utils::CreateBindingSetAndLayout(
m_backend->GetDevice(), nvrhi::ShaderType::Compute, 0,
nvrhi::BindingSetDesc()
.addItem(nvrhi::BindingSetItem::PushConstants(
1, sizeof(PushConstantsAutoExposure)))
.addItem(nvrhi::BindingSetItem::Texture_SRV(0, input_texture))
.addItem(
nvrhi::BindingSetItem::Texture_UAV(0, m_output_exposure_fsr2))
.addItem(
nvrhi::BindingSetItem::StructuredBuffer_UAV(2, m_atomic_counter))
.addItem(nvrhi::BindingSetItem::Texture_UAV(3, m_6th_mip_img)),
binding_layout, m_bindings_auto_exposure);
m_pso_auto_exposure = m_backend->GetDevice()->createComputePipeline(
nvrhi::ComputePipelineDesc()
.addBindingLayout(binding_layout)
.setComputeShader(cs_auto_exposure));
auto cs_auto_exposure_apply =
m_backend->CreateShader("autoexp_apply", nvrhi::ShaderType::Compute);
nvrhi::BindingLayoutHandle binding_layout_apply;
nvrhi::utils::CreateBindingSetAndLayout(
m_backend->GetDevice(), nvrhi::ShaderType::Compute, 0,
nvrhi::BindingSetDesc()
.addItem(
nvrhi::BindingSetItem::Texture_SRV(0, m_output_exposure_fsr2))
.addItem(nvrhi::BindingSetItem::Texture_UAV(0, input_texture)),
binding_layout_apply, m_bindings_auto_exposure_apply);
m_pso_auto_exposure_apply = m_backend->GetDevice()->createComputePipeline(
nvrhi::ComputePipelineDesc()
.addBindingLayout(binding_layout_apply)
.setComputeShader(cs_auto_exposure_apply));
}