Add native K/M/RR inference engines, HIP kernels, replay and validation harnesses, and Windows DLSS setup and runtime support. Include GPU profiling tools, build and packaging scripts, platform integration patches, and implementation documentation.
30 lines
1.3 KiB
C++
30 lines
1.3 KiB
C++
// Adapter between a game's own textures and the Ray Reconstruction engine (REngine): input conversion where a
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// texture cannot be sampled directly, the frame and the copy into the game's output texture, all recorded into the
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// game's command buffer.
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#pragma once
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#include "game.h"
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namespace d4r {
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struct GameFrameR {
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GameImage color, depth, motion, normals, roughness, diffuseAlbedo, specularAlbedo, output;
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// optional (image null: the game passes none): DLSSD.SpecularHitDistance, DLSS.DisocclusionMask
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GameImage specularHitDistance, disocclusionMask;
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// optional too: DLSSD.ScreenSpaceSubsurfaceScatteringGuide, DLSSD.ColorBeforeParticles
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GameImage subsurfaceGuide, colorBeforeParticles;
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RFrameSettings settings;
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};
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class GameDenoiser {
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public:
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// The model must outlive this object. The render size is fixed.
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GameDenoiser(RModel& model, VkPhysicalDevice physical, VkDevice device, uint32_t outputWidth, uint32_t outputHeight,
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uint32_t renderWidth, uint32_t renderHeight);
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~GameDenoiser(); // only once every recorded frame has completed on the GPU
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GameDenoiser(const GameDenoiser&) = delete;
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GameDenoiser& operator=(const GameDenoiser&) = delete;
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void record(VkCommandBuffer command, const GameFrameR& frame);
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private:
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struct Impl;
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std::unique_ptr<Impl> impl;
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};
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} // namespace d4r
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