/* * 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 #include #include #include #include #ifdef NGP_GUI # ifdef _WIN32 # include # else # include # endif # include # include #endif #include namespace ngp { extern std::atomic 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(); break; case 2: desc = cudaCreateChannelDesc(); break; case 3: desc = cudaCreateChannelDesc(); break; case 4: desc = cudaCreateChannelDesc(); 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(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(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(); 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 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<<>>(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<<>>( 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_res, m_dlss->output(), surface()); } if (m_depth_target) { depth_splat_kernel<<>>(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<<>>( 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<<>>( 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<<>>( 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