gen3c / gui /src /render_buffer.cu
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/*
* SPDX-FileCopyrightText: Copyright (c) 2025 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
/** @file render_buffer.cu
* @author Thomas Müller & Alex Evans, NVIDIA
*/
#include <neural-graphics-primitives/common.h>
#include <neural-graphics-primitives/common_device.cuh>
#include <neural-graphics-primitives/render_buffer.h>
#include <tiny-cuda-nn/gpu_memory.h>
#include <filesystem/path.h>
#ifdef NGP_GUI
# ifdef _WIN32
# include <GL/gl3w.h>
# else
# include <GL/glew.h>
# endif
# include <GLFW/glfw3.h>
# include <cuda_gl_interop.h>
#endif
#include <stb_image/stb_image.h>
namespace ngp {
extern std::atomic<size_t> g_total_n_bytes_allocated;
void CudaSurface2D::free() {
if (m_surface) {
cudaDestroySurfaceObject(m_surface);
}
m_surface = 0;
if (m_array) {
cudaFreeArray(m_array);
g_total_n_bytes_allocated -= product(m_size) * sizeof(float) * m_n_channels;
}
m_array = nullptr;
m_size = ivec2(0);
m_n_channels = 0;
}
void CudaSurface2D::resize(const ivec2& size, int n_channels) {
if (size == m_size && n_channels == m_n_channels) {
return;
}
free();
cudaChannelFormatDesc desc;
switch (n_channels) {
case 1: desc = cudaCreateChannelDesc<float>(); break;
case 2: desc = cudaCreateChannelDesc<float2>(); break;
case 3: desc = cudaCreateChannelDesc<float3>(); break;
case 4: desc = cudaCreateChannelDesc<float4>(); break;
default: throw std::runtime_error{fmt::format("CudaSurface2D: unsupported number of channels {}", n_channels)};
}
CUDA_CHECK_THROW(cudaMallocArray(&m_array, &desc, size.x, size.y, cudaArraySurfaceLoadStore));
g_total_n_bytes_allocated += product(m_size) * sizeof(float) * n_channels;
struct cudaResourceDesc resource_desc;
memset(&resource_desc, 0, sizeof(resource_desc));
resource_desc.resType = cudaResourceTypeArray;
resource_desc.res.array.array = m_array;
CUDA_CHECK_THROW(cudaCreateSurfaceObject(&m_surface, &resource_desc));
m_size = size;
m_n_channels = n_channels;
}
#ifdef NGP_GUI
GLTexture::~GLTexture() {
m_cuda_mapping.reset();
if (m_texture_id) {
glDeleteTextures(1, &m_texture_id);
}
}
GLuint GLTexture::texture() {
if (!m_texture_id) {
glGenTextures(1, &m_texture_id);
}
return m_texture_id;
}
cudaSurfaceObject_t GLTexture::surface() {
if (!m_cuda_mapping) {
m_cuda_mapping = std::make_unique<CUDAMapping>(texture(), m_size, m_n_channels);
}
return m_cuda_mapping->surface();
}
cudaArray_t GLTexture::array() {
if (!m_cuda_mapping) {
m_cuda_mapping = std::make_unique<CUDAMapping>(texture(), m_size, m_n_channels);
}
return m_cuda_mapping->array();
}
void GLTexture::blit_from_cuda_mapping() {
if (!m_cuda_mapping || m_cuda_mapping->is_interop()) {
return;
}
if (m_is_8bit) {
throw std::runtime_error{"Can only blit from CUDA mapping if the texture is float."};
}
const float* data_cpu = m_cuda_mapping->data_cpu();
glBindTexture(GL_TEXTURE_2D, m_texture_id);
glTexImage2D(GL_TEXTURE_2D, 0, m_internal_format, m_size.x, m_size.y, 0, m_format, GL_FLOAT, data_cpu);
}
void GLTexture::load(const fs::path& path) {
uint8_t* out; // width * height * RGBA
int comp, width, height;
out = load_stbi(path, &width, &height, &comp, 4);
if (!out) {
throw std::runtime_error{std::string{stbi_failure_reason()}};
}
ScopeGuard mem_guard{[&]() { stbi_image_free(out); }};
load(out, {width, height}, 4);
}
void GLTexture::load(const float* data, ivec2 new_size, int n_channels) {
resize(new_size, n_channels, false);
glBindTexture(GL_TEXTURE_2D, m_texture_id);
glTexImage2D(GL_TEXTURE_2D, 0, m_internal_format, new_size.x, new_size.y, 0, m_format, GL_FLOAT, data);
}
void GLTexture::load(const uint8_t* data, ivec2 new_size, int n_channels) {
resize(new_size, n_channels, true);
glBindTexture(GL_TEXTURE_2D, m_texture_id);
glTexImage2D(GL_TEXTURE_2D, 0, m_internal_format, new_size.x, new_size.y, 0, m_format, GL_UNSIGNED_BYTE, data);
}
void GLTexture::resize(const ivec2& new_size, int n_channels, bool is_8bit) {
if (m_size == new_size && m_n_channels == n_channels && m_is_8bit == is_8bit) {
return;
}
if (m_texture_id) {
m_cuda_mapping.reset();
glDeleteTextures(1, &m_texture_id);
m_texture_id = 0;
}
glGenTextures(1, &m_texture_id);
glBindTexture(GL_TEXTURE_2D, m_texture_id);
switch (n_channels) {
case 1:
m_internal_format = is_8bit ? GL_R8 : GL_R32F;
m_format = GL_RED;
break;
case 2:
m_internal_format = is_8bit ? GL_RG8 : GL_RG32F;
m_format = GL_RG;
break;
case 3:
m_internal_format = is_8bit ? GL_RGB8 : GL_RGB32F;
m_format = GL_RGB;
break;
case 4:
m_internal_format = is_8bit ? GL_RGBA8 : GL_RGBA32F;
m_format = GL_RGBA;
break;
default: throw std::runtime_error{fmt::format("GLTexture: unsupported number of channels {}", n_channels)};
}
m_is_8bit = is_8bit;
m_size = new_size;
m_n_channels = n_channels;
glTexImage2D(GL_TEXTURE_2D, 0, m_internal_format, new_size.x, new_size.y, 0, m_format, is_8bit ? GL_UNSIGNED_BYTE : GL_FLOAT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
GLTexture::CUDAMapping::CUDAMapping(GLuint texture_id, const ivec2& size, int n_channels) : m_size{size}, m_n_channels{n_channels} {
static bool s_is_cuda_interop_supported = !is_wsl();
if (s_is_cuda_interop_supported) {
cudaError_t err =
cudaGraphicsGLRegisterImage(&m_graphics_resource, texture_id, GL_TEXTURE_2D, cudaGraphicsRegisterFlagsSurfaceLoadStore);
if (err != cudaSuccess) {
s_is_cuda_interop_supported = false;
cudaGetLastError(); // Reset error
}
}
if (!s_is_cuda_interop_supported) {
// falling back to a regular cuda surface + CPU copy of data
m_cuda_surface = std::make_unique<CudaSurface2D>();
m_cuda_surface->resize(size, n_channels);
m_data_cpu.resize(product(m_size) * n_channels);
return;
}
CUDA_CHECK_THROW(cudaGraphicsMapResources(1, &m_graphics_resource));
CUDA_CHECK_THROW(cudaGraphicsSubResourceGetMappedArray(&m_mapped_array, m_graphics_resource, 0, 0));
struct cudaResourceDesc resource_desc;
memset(&resource_desc, 0, sizeof(resource_desc));
resource_desc.resType = cudaResourceTypeArray;
resource_desc.res.array.array = m_mapped_array;
CUDA_CHECK_THROW(cudaCreateSurfaceObject(&m_surface, &resource_desc));
}
GLTexture::CUDAMapping::~CUDAMapping() {
if (m_surface) {
cudaDestroySurfaceObject(m_surface);
cudaGraphicsUnmapResources(1, &m_graphics_resource);
cudaGraphicsUnregisterResource(m_graphics_resource);
}
}
const float* GLTexture::CUDAMapping::data_cpu() {
CUDA_CHECK_THROW(cudaMemcpy2DFromArray(
m_data_cpu.data(), m_size.x * sizeof(float) * m_n_channels, array(), 0, 0, m_size.x * sizeof(float) * m_n_channels, m_size.y, cudaMemcpyDeviceToHost
));
return m_data_cpu.data();
}
bool check_shader(uint32_t handle, const char* desc, bool program) {
GLint status = 0, log_length = 0;
if (program) {
glGetProgramiv(handle, GL_LINK_STATUS, &status);
glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
} else {
glGetShaderiv(handle, GL_COMPILE_STATUS, &status);
glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
}
if ((GLboolean)status == GL_FALSE) {
tlog::error() << "Failed to compile shader: " << desc;
}
if (log_length > 1) {
std::vector<char> log;
log.resize(log_length + 1);
if (program) {
glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)log.data());
} else {
glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)log.data());
}
log.back() = 0;
tlog::error() << log.data();
}
return (GLboolean)status == GL_TRUE;
}
uint32_t compile_shader(bool pixel, const char* code) {
GLuint g_VertHandle = glCreateShader(pixel ? GL_FRAGMENT_SHADER : GL_VERTEX_SHADER);
const char* glsl_version = "#version 140\n";
const GLchar* strings[2] = {glsl_version, code};
glShaderSource(g_VertHandle, 2, strings, NULL);
glCompileShader(g_VertHandle);
if (!check_shader(g_VertHandle, pixel ? "pixel" : "vertex", false)) {
glDeleteShader(g_VertHandle);
return 0;
}
return g_VertHandle;
}
#endif // NGP_GUI
__global__ void accumulate_kernel(ivec2 resolution, vec4* frame_buffer, vec4* accumulate_buffer, float sample_count, EColorSpace color_space) {
uint32_t x = threadIdx.x + blockDim.x * blockIdx.x;
uint32_t y = threadIdx.y + blockDim.y * blockIdx.y;
if (x >= resolution.x || y >= resolution.y) {
return;
}
uint32_t idx = x + resolution.x * y;
vec4 color = frame_buffer[idx];
vec4 tmp = accumulate_buffer[idx];
switch (color_space) {
case EColorSpace::VisPosNeg: {
float val = color.x - color.y;
float tmp_val = tmp.x - tmp.y;
tmp_val = (tmp_val * sample_count + val) / (sample_count + 1);
tmp.x = fmaxf(tmp_val, 0.0f);
tmp.y = fmaxf(-tmp_val, 0.0f);
break;
}
case EColorSpace::SRGB:
color.rgb() = linear_to_srgb(color.rgb());
// fallthrough is intended!
case EColorSpace::Linear: tmp.rgb() = (tmp.rgb() * sample_count + color.rgb()) / (sample_count + 1); break;
}
tmp.a = (tmp.a * sample_count + color.a) / (sample_count + 1);
accumulate_buffer[idx] = tmp;
}
__device__ vec3 tonemap(vec3 x, ETonemapCurve curve) {
if (curve == ETonemapCurve::Identity) {
return x;
}
x = max(x, vec3(0.0f));
float k0, k1, k2, k3, k4, k5;
if (curve == ETonemapCurve::ACES) {
// Source: ACES approximation : https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/
// Include pre - exposure cancelation in constants
k0 = 0.6f * 0.6f * 2.51f;
k1 = 0.6f * 0.03f;
k2 = 0.0f;
k3 = 0.6f * 0.6f * 2.43f;
k4 = 0.6f * 0.59f;
k5 = 0.14f;
} else if (curve == ETonemapCurve::Hable) {
// Source: https://64.github.io/tonemapping/
const float A = 0.15f;
const float B = 0.50f;
const float C = 0.10f;
const float D = 0.20f;
const float E = 0.02f;
const float F = 0.30f;
k0 = A * F - A * E;
k1 = C * B * F - B * E;
k2 = 0.0f;
k3 = A * F;
k4 = B * F;
k5 = D * F * F;
const float W = 11.2f;
const float nom = k0 * (W * W) + k1 * W + k2;
const float denom = k3 * (W * W) + k4 * W + k5;
const float white_scale = denom / nom;
// Include white scale and exposure bias in rational polynomial coefficients
k0 = 4.0f * k0 * white_scale;
k1 = 2.0f * k1 * white_scale;
k2 = k2 * white_scale;
k3 = 4.0f * k3;
k4 = 2.0f * k4;
} else { // if (curve == ETonemapCurve::Reinhard)
const vec3 luminance_coefficients = {0.2126f, 0.7152f, 0.0722f};
float Y = dot(luminance_coefficients, x);
return x * (1.f / (Y + 1.0f));
}
vec3 color_sq = x * x;
vec3 nom = color_sq * k0 + k1 * x + k2;
vec3 denom = k3 * color_sq + k4 * x + k5;
vec3 tonemapped_color = nom / denom;
return tonemapped_color;
}
__device__ vec3 tonemap(vec3 col, const vec3& exposure, ETonemapCurve tonemap_curve, EColorSpace color_space, EColorSpace output_color_space) {
// Conversion to output by
// 1. converting to linear. (VisPosNeg is treated as linear red/green)
if (color_space == EColorSpace::SRGB) {
col = srgb_to_linear(col);
}
// 2. applying exposure in linear space
col *= pow(vec3(2.0f), exposure);
// 3. tonemapping in linear space according to the specified curve
col = tonemap(col, tonemap_curve);
// 4. converting to output color space.
if (output_color_space == EColorSpace::SRGB) {
col = linear_to_srgb(col);
}
return col;
}
__global__ void overlay_image_kernel(
ivec2 resolution,
float alpha,
vec3 exposure,
vec4 background_color,
const void* __restrict__ image,
EImageDataType image_data_type,
ivec2 image_resolution,
ETonemapCurve tonemap_curve,
EColorSpace color_space,
EColorSpace output_color_space,
int fov_axis,
float zoom,
vec2 screen_center,
cudaSurfaceObject_t surface
) {
uint32_t x = threadIdx.x + blockDim.x * blockIdx.x;
uint32_t y = threadIdx.y + blockDim.y * blockIdx.y;
if (x >= resolution.x || y >= resolution.y) {
return;
}
float scale = image_resolution[fov_axis] / float(resolution[fov_axis]);
float fx = x + 0.5f;
float fy = y + 0.5f;
fx -= resolution.x * 0.5f;
fx /= zoom;
fx += screen_center.x * resolution.x;
fy -= resolution.y * 0.5f;
fy /= zoom;
fy += screen_center.y * resolution.y;
float u = (fx - resolution.x * 0.5f) * scale + image_resolution.x * 0.5f;
float v = (fy - resolution.y * 0.5f) * scale + image_resolution.y * 0.5f;
int srcx = floorf(u);
int srcy = floorf(v);
vec4 val;
if (srcx >= image_resolution.x || srcy >= image_resolution.y || srcx < 0 || srcy < 0) {
val = vec4(0.0f);
} else {
val = read_rgba(ivec2{srcx, srcy}, image_resolution, image, image_data_type);
}
vec4 color = {val[0], val[1], val[2], val[3]};
// The background color is represented in SRGB, so convert
// to linear if that's not the space in which we're rendering.
if (color_space != EColorSpace::SRGB) {
background_color.xyz() = srgb_to_linear(background_color.xyz());
} else {
if (color.a > 0) {
color.rgb() = linear_to_srgb(color.rgb() / color.a) * color.a;
} else {
color.rgb() = vec3(0.0f);
}
}
float weight = (1 - color.a) * background_color.a;
color.rgb() += background_color.rgb() * weight;
color.a += weight;
color.rgb() = tonemap(color.rgb(), exposure, tonemap_curve, color_space, output_color_space);
vec4 prev_color;
surf2Dread((float4*)&prev_color, surface, x * sizeof(float4), y);
color = color * alpha + prev_color * (1.f - alpha);
surf2Dwrite(to_float4(color), surface, x * sizeof(float4), y);
}
__global__ void overlay_depth_kernel(
ivec2 resolution,
float alpha,
const float* __restrict__ depth,
float depth_scale,
ivec2 image_resolution,
int fov_axis,
float zoom,
vec2 screen_center,
cudaSurfaceObject_t surface
) {
uint32_t x = threadIdx.x + blockDim.x * blockIdx.x;
uint32_t y = threadIdx.y + blockDim.y * blockIdx.y;
if (x >= resolution.x || y >= resolution.y) {
return;
}
float scale = image_resolution[fov_axis] / float(resolution[fov_axis]);
float fx = x + 0.5f;
float fy = y + 0.5f;
fx -= resolution.x * 0.5f;
fx /= zoom;
fx += screen_center.x * resolution.x;
fy -= resolution.y * 0.5f;
fy /= zoom;
fy += screen_center.y * resolution.y;
float u = (fx - resolution.x * 0.5f) * scale + image_resolution.x * 0.5f;
float v = (fy - resolution.y * 0.5f) * scale + image_resolution.y * 0.5f;
int srcx = floorf(u);
int srcy = floorf(v);
uint32_t srcidx = srcx + image_resolution.x * srcy;
vec4 color;
if (srcx >= image_resolution.x || srcy >= image_resolution.y || srcx < 0 || srcy < 0) {
color = {0.0f, 0.0f, 0.0f, 0.0f};
} else {
float depth_value = depth[srcidx] * depth_scale;
vec3 c = colormap_turbo(depth_value);
color = {c[0], c[1], c[2], 1.0f};
}
vec4 prev_color;
surf2Dread((float4*)&prev_color, surface, x * sizeof(float4), y);
color = color * alpha + prev_color * (1.f - alpha);
surf2Dwrite(to_float4(color), surface, x * sizeof(float4), y);
}
__device__ vec3 colormap_viridis(float x) {
const vec3 c0 = vec3{0.2777273272234177f, 0.005407344544966578f, 0.3340998053353061f};
const vec3 c1 = vec3{0.1050930431085774f, 1.404613529898575f, 1.384590162594685f};
const vec3 c2 = vec3{-0.3308618287255563f, 0.214847559468213f, 0.09509516302823659f};
const vec3 c3 = vec3{-4.634230498983486f, -5.799100973351585f, -19.33244095627987f};
const vec3 c4 = vec3{6.228269936347081f, 14.17993336680509f, 56.69055260068105f};
const vec3 c5 = vec3{4.776384997670288f, -13.74514537774601f, -65.35303263337234f};
const vec3 c6 = vec3{-5.435455855934631f, 4.645852612178535f, 26.3124352495832f};
x = __saturatef(x);
return (c0 + x * (c1 + x * (c2 + x * (c3 + x * (c4 + x * (c5 + x * c6))))));
}
__global__ void overlay_false_color_kernel(
ivec2 resolution,
ivec2 training_resolution,
bool to_srgb,
int fov_axis,
cudaSurfaceObject_t surface,
const float* error_map,
ivec2 error_map_resolution,
const float* average,
float brightness,
bool viridis
) {
uint32_t x = threadIdx.x + blockDim.x * blockIdx.x;
uint32_t y = threadIdx.y + blockDim.y * blockIdx.y;
if (x >= resolution.x || y >= resolution.y) {
return;
}
float error_map_scale = brightness / (0.0000001f + average[0]); // average maps to 1/16th
float scale = training_resolution[fov_axis] / float(resolution[fov_axis]);
float u = (x + 0.5f - resolution.x * 0.5f) * scale + training_resolution.x * 0.5f;
float v = (y + 0.5f - resolution.y * 0.5f) * scale + training_resolution.y * 0.5f;
int srcx = floor(u * error_map_resolution.x / float(max(1.f, (float)training_resolution.x)));
int srcy = floor(v * error_map_resolution.y / float(max(1.f, (float)training_resolution.y)));
uint32_t srcidx = srcx + error_map_resolution.x * srcy;
if (srcx >= error_map_resolution.x || srcy >= error_map_resolution.y || srcx < 0 || srcy < 0) {
return;
}
float err = error_map[srcidx] * error_map_scale;
if (viridis) {
err *= 1.f / (1.f + err);
}
vec4 color;
surf2Dread((float4*)&color, surface, x * sizeof(float4), y);
vec3 c = viridis ? colormap_viridis(err) : colormap_turbo(err);
float grey = color.x * 0.2126f + color.y * 0.7152f + color.z * 0.0722f;
color.x = grey * __saturatef(c.x);
color.y = grey * __saturatef(c.y);
color.z = grey * __saturatef(c.z);
surf2Dwrite(to_float4(color), surface, x * sizeof(float4), y);
}
__global__ void tonemap_kernel(
ivec2 resolution,
float exposure,
vec4 background_color,
vec4* accumulate_buffer,
EColorSpace color_space,
EColorSpace output_color_space,
ETonemapCurve tonemap_curve,
bool clamp_output_color,
bool unmultiply_alpha,
cudaSurfaceObject_t surface
) {
uint32_t x = threadIdx.x + blockDim.x * blockIdx.x;
uint32_t y = threadIdx.y + blockDim.y * blockIdx.y;
if (x >= resolution.x || y >= resolution.y) {
return;
}
uint32_t idx = x + resolution.x * y;
// The background color is represented in SRGB, so convert
// to linear if that's not the space in which we're rendering.
if (color_space != EColorSpace::SRGB) {
background_color.rgb() = srgb_to_linear(background_color.rgb());
}
vec4 color = accumulate_buffer[idx];
float weight = (1 - color.a) * background_color.a;
color.rgb() += background_color.rgb() * weight;
color.a += weight;
color.rgb() = tonemap(color.rgb(), vec3(exposure), tonemap_curve, color_space, output_color_space);
if (unmultiply_alpha && color.a > 0.0f) {
color.rgb() = color.rgb() / color.a;
}
if (clamp_output_color) {
color = clamp(color, vec4(0.0f), vec4(1.0f));
}
surf2Dwrite(to_float4(color), surface, x * sizeof(float4), y);
}
__global__ void dlss_splat_kernel(ivec2 resolution, cudaSurfaceObject_t dlss_surface, cudaSurfaceObject_t surface) {
uint32_t x = threadIdx.x + blockDim.x * blockIdx.x;
uint32_t y = threadIdx.y + blockDim.y * blockIdx.y;
if (x >= resolution.x || y >= resolution.y) {
return;
}
float4 color;
surf2Dread(&color, dlss_surface, x * sizeof(float4), y);
// DLSS operates on non-premultiplied alpha, so multiply it back in
color.x *= color.w;
color.y *= color.w;
color.z *= color.w;
surf2Dwrite(color, surface, x * sizeof(float4), y);
}
__global__ void depth_splat_kernel(ivec2 resolution, float znear, float zfar, float* __restrict__ depth_buffer, cudaSurfaceObject_t surface) {
uint32_t x = threadIdx.x + blockDim.x * blockIdx.x;
uint32_t y = threadIdx.y + blockDim.y * blockIdx.y;
if (x >= resolution.x || y >= resolution.y) {
return;
}
uint32_t idx = x + resolution.x * y;
surf2Dwrite(to_ndc_depth(depth_buffer[idx], znear, zfar), surface, x * sizeof(float), y);
}
void CudaRenderBufferView::clear(cudaStream_t stream) const {
size_t n_pixels = product(resolution);
CUDA_CHECK_THROW(cudaMemsetAsync(frame_buffer, 0, n_pixels * sizeof(vec4), stream));
CUDA_CHECK_THROW(cudaMemsetAsync(depth_buffer, 0, n_pixels * sizeof(float), stream));
}
void CudaRenderBuffer::resize(const ivec2& res) {
m_in_resolution = res;
m_frame_buffer.enlarge(res.x * res.y);
m_depth_buffer.enlarge(res.x * res.y);
if (m_depth_target) {
m_depth_target->resize(res, 1);
}
m_accumulate_buffer.enlarge(res.x * res.y);
ivec2 out_res = m_dlss ? m_dlss->out_resolution() : res;
auto prev_out_res = out_resolution();
m_rgba_target->resize(out_res, 4);
if (out_resolution() != prev_out_res) {
reset_accumulation();
}
}
void CudaRenderBuffer::clear_frame(cudaStream_t stream) { view().clear(stream); }
void CudaRenderBuffer::accumulate(float exposure, cudaStream_t stream) {
ivec2 res = in_resolution();
uint32_t accum_spp = m_dlss ? 0 : m_spp;
if (accum_spp == 0) {
CUDA_CHECK_THROW(cudaMemsetAsync(m_accumulate_buffer.data(), 0, m_accumulate_buffer.bytes(), stream));
}
const dim3 threads = {16, 8, 1};
const dim3 blocks = {div_round_up((uint32_t)res.x, threads.x), div_round_up((uint32_t)res.y, threads.y), 1};
accumulate_kernel<<<blocks, threads, 0, stream>>>(res, frame_buffer(), accumulate_buffer(), (float)accum_spp, m_color_space);
++m_spp;
}
void CudaRenderBuffer::tonemap(
float exposure, const vec4& background_color, EColorSpace output_color_space, float znear, float zfar, bool snap_to_pixel_centers, cudaStream_t stream
) {
assert(m_dlss || out_resolution() == in_resolution());
auto res = in_resolution();
const dim3 threads = {16, 8, 1};
const dim3 blocks = {div_round_up((uint32_t)res.x, threads.x), div_round_up((uint32_t)res.y, threads.y), 1};
tonemap_kernel<<<blocks, threads, 0, stream>>>(
res,
exposure,
background_color,
accumulate_buffer(),
m_color_space,
output_color_space,
m_tonemap_curve,
m_dlss && output_color_space == EColorSpace::SRGB,
(bool)m_dlss, // DLSS seems to perform best with non-premultiplied alpha (probably trained on such data)
m_dlss ? m_dlss->frame() : surface()
);
if (m_dlss) {
assert(out_resolution() == m_dlss->out_resolution());
assert(m_spp >= 1);
uint32_t sample_index = m_spp - 1;
m_dlss->run(
res,
output_color_space == EColorSpace::Linear, /* HDR mode */
m_dlss_sharpening,
vec2(0.5f) - ld_random_pixel_offset(snap_to_pixel_centers ? 0 : sample_index), /* jitter offset in [-0.5, 0.5] */
sample_index == 0 /* reset history */
);
auto out_res = out_resolution();
const dim3 out_blocks = {div_round_up((uint32_t)out_res.x, threads.x), div_round_up((uint32_t)out_res.y, threads.y), 1};
dlss_splat_kernel<<<out_blocks, threads, 0, stream>>>(out_res, m_dlss->output(), surface());
}
if (m_depth_target) {
depth_splat_kernel<<<blocks, threads, 0, stream>>>(res, znear, zfar, depth_buffer(), m_depth_target->surface());
}
}
void CudaRenderBuffer::overlay_image(
float alpha,
const vec3& exposure,
const vec4& background_color,
EColorSpace output_color_space,
const void* __restrict__ image,
EImageDataType image_data_type,
const ivec2& image_resolution,
int fov_axis,
float zoom,
const vec2& screen_center,
cudaStream_t stream
) {
auto res = out_resolution();
const dim3 threads = {16, 8, 1};
const dim3 blocks = {div_round_up((uint32_t)res.x, threads.x), div_round_up((uint32_t)res.y, threads.y), 1};
overlay_image_kernel<<<blocks, threads, 0, stream>>>(
res,
alpha,
exposure,
background_color,
image,
image_data_type,
image_resolution,
m_tonemap_curve,
m_color_space,
output_color_space,
fov_axis,
zoom,
screen_center,
surface()
);
}
void CudaRenderBuffer::overlay_depth(
float alpha,
const float* __restrict__ depth,
float depth_scale,
const ivec2& image_resolution,
int fov_axis,
float zoom,
const vec2& screen_center,
cudaStream_t stream
) {
auto res = out_resolution();
const dim3 threads = {16, 8, 1};
const dim3 blocks = {div_round_up((uint32_t)res.x, threads.x), div_round_up((uint32_t)res.y, threads.y), 1};
overlay_depth_kernel<<<blocks, threads, 0, stream>>>(
res, alpha, depth, depth_scale, image_resolution, fov_axis, zoom, screen_center, surface()
);
}
void CudaRenderBuffer::overlay_false_color(
ivec2 training_resolution,
bool to_srgb,
int fov_axis,
cudaStream_t stream,
const float* error_map,
ivec2 error_map_resolution,
const float* average,
float brightness,
bool viridis
) {
auto res = out_resolution();
const dim3 threads = {16, 8, 1};
const dim3 blocks = {div_round_up((uint32_t)res.x, threads.x), div_round_up((uint32_t)res.y, threads.y), 1};
overlay_false_color_kernel<<<blocks, threads, 0, stream>>>(
res, training_resolution, to_srgb, fov_axis, surface(), error_map, error_map_resolution, average, brightness, viridis
);
}
void CudaRenderBuffer::enable_dlss(IDlssProvider& dlss_provider, const ivec2& max_out_res) {
#ifdef NGP_VULKAN
if (!m_dlss || m_dlss->max_out_resolution() != max_out_res) {
m_dlss = dlss_provider.init_dlss(max_out_res);
}
if (m_dlss) {
resize(m_dlss->clamp_resolution(in_resolution()));
}
#else
throw std::runtime_error{"NGP was compiled without Vulkan/NGX/DLSS support."};
#endif
}
void CudaRenderBuffer::disable_dlss() { m_dlss = nullptr; }
} // namespace ngp