mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-04-04 04:03:52 +00:00
- Updated core render pipeline and renderer integration in CMakeLists.txt, renderer.cpp, renderer.hpp - Added post-process pipeline module: - post_process_pipeline.hpp - post_process_pipeline.cpp - Added spell visual system module: - spell_visual_system.hpp - spell_visual_system.cpp - Adjusted application/audio integration: - application.cpp - audio_coordinator.cpp
282 lines
11 KiB
C++
282 lines
11 KiB
C++
#pragma once
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#include <memory>
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#include <string>
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#include <cstdint>
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#include <glm/glm.hpp>
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#include <vulkan/vulkan.h>
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#include <vk_mem_alloc.h>
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#include "rendering/vk_utils.hpp"
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#if WOWEE_HAS_AMD_FSR2
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#include "ffx_fsr2.h"
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#include "ffx_fsr2_vk.h"
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#endif
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namespace wowee {
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namespace rendering {
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class VkContext;
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class Camera;
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class AmdFsr3Runtime;
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/// Returned by setFSREnabled/setFSR2Enabled when they need the Renderer
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/// to schedule an MSAA sample-count change (§4.3).
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struct MsaaChangeRequest {
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bool requested = false;
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VkSampleCountFlagBits samples = VK_SAMPLE_COUNT_1_BIT;
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};
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/// PostProcessPipeline owns all FSR 1.0, FXAA, and FSR 2.2/3 state and
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/// orchestrates post-processing passes between the scene render pass and
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/// the final swapchain presentation (§4.3 extraction from Renderer).
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class PostProcessPipeline {
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public:
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PostProcessPipeline();
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~PostProcessPipeline();
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void initialize(VkContext* ctx);
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void shutdown();
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// --- Frame-loop integration (called from Renderer::beginFrame) ---
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/// Lazy-create / lazy-destroy FSR/FXAA/FSR2 resources between frames.
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void manageResources();
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/// Recreate post-process resources after swapchain resize.
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void handleSwapchainResize();
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/// Apply FSR2 temporal jitter to the camera projection.
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void applyJitter(Camera* camera);
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/// Returns the framebuffer the scene should render into.
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/// If no post-processing is active, returns VK_NULL_HANDLE (use swapchain).
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VkFramebuffer getSceneFramebuffer() const;
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/// Returns the render extent for the active post-process pipeline.
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/// Falls back to swapchain extent if nothing is active.
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VkExtent2D getSceneRenderExtent() const;
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/// True if any post-process pipeline is active (FSR/FXAA/FSR2).
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bool hasActivePostProcess() const;
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/// True when FXAA alone (no FSR2) needs its own off-screen pass.
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bool useFXAAPostPass() const { return fxaa_.enabled; }
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// --- Frame-loop integration (called from Renderer::endFrame) ---
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/// Execute all post-processing passes. Returns true if an INLINE
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/// render pass was started (affects ImGui recording mode).
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bool executePostProcessing(VkCommandBuffer cmd, uint32_t imageIndex,
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Camera* camera, float deltaTime);
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// --- MSAA interop (called from Renderer::applyMsaaChange) ---
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/// Destroy FSR/FSR2/FXAA resources (they will be lazily recreated).
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void destroyAllResources();
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/// True when FSR2 is active and MSAA changes should be blocked.
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bool isFsr2BlockingMsaa() const { return fsr2_.enabled; }
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// --- Public API (delegated from Renderer) ---
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// FXAA
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void setFXAAEnabled(bool enabled);
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bool isFXAAEnabled() const { return fxaa_.enabled; }
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// FSR 1.0
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MsaaChangeRequest setFSREnabled(bool enabled);
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bool isFSREnabled() const { return fsr_.enabled; }
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void setFSRQuality(float scaleFactor);
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void setFSRSharpness(float sharpness);
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float getFSRScaleFactor() const { return fsr_.scaleFactor; }
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float getFSRSharpness() const { return fsr_.sharpness; }
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// FSR 2.2
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MsaaChangeRequest setFSR2Enabled(bool enabled, Camera* camera);
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bool isFSR2Enabled() const { return fsr2_.enabled; }
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void setFSR2DebugTuning(float jitterSign, float motionVecScaleX, float motionVecScaleY);
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// FSR3 Framegen
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void setAmdFsr3FramegenEnabled(bool enabled);
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bool isAmdFsr3FramegenEnabled() const { return fsr2_.amdFsr3FramegenEnabled; }
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float getFSR2JitterSign() const { return fsr2_.jitterSign; }
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float getFSR2MotionVecScaleX() const { return fsr2_.motionVecScaleX; }
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float getFSR2MotionVecScaleY() const { return fsr2_.motionVecScaleY; }
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#if WOWEE_HAS_AMD_FSR2
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bool isAmdFsr2SdkAvailable() const { return true; }
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#else
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bool isAmdFsr2SdkAvailable() const { return false; }
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#endif
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#if WOWEE_HAS_AMD_FSR3_FRAMEGEN
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bool isAmdFsr3FramegenSdkAvailable() const { return true; }
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#else
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bool isAmdFsr3FramegenSdkAvailable() const { return false; }
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#endif
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bool isAmdFsr3FramegenRuntimeActive() const { return fsr2_.amdFsr3FramegenRuntimeActive; }
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bool isAmdFsr3FramegenRuntimeReady() const { return fsr2_.amdFsr3FramegenRuntimeReady; }
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const char* getAmdFsr3FramegenRuntimePath() const;
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const std::string& getAmdFsr3FramegenRuntimeError() const { return fsr2_.amdFsr3RuntimeLastError; }
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size_t getAmdFsr3UpscaleDispatchCount() const { return fsr2_.amdFsr3UpscaleDispatchCount; }
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size_t getAmdFsr3FramegenDispatchCount() const { return fsr2_.amdFsr3FramegenDispatchCount; }
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size_t getAmdFsr3FallbackCount() const { return fsr2_.amdFsr3FallbackCount; }
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// Brightness (1.0 = default, <1 darkens, >1 brightens)
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void setBrightness(float b) { brightness_ = b; }
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float getBrightness() const { return brightness_; }
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private:
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VkContext* vkCtx_ = nullptr;
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// Per-frame state set during executePostProcessing
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VkCommandBuffer currentCmd_ = VK_NULL_HANDLE;
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Camera* camera_ = nullptr;
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float lastDeltaTime_ = 0.0f;
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// Brightness
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float brightness_ = 1.0f;
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// FSR 1.0 upscaling state
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struct FSRState {
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bool enabled = false;
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bool needsRecreate = false;
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float scaleFactor = 1.00f; // Native default
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float sharpness = 1.6f;
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uint32_t internalWidth = 0;
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uint32_t internalHeight = 0;
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// Off-screen scene target (reduced resolution)
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AllocatedImage sceneColor{}; // 1x color (non-MSAA render target / MSAA resolve target)
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AllocatedImage sceneDepth{}; // Depth (matches current MSAA sample count)
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AllocatedImage sceneMsaaColor{}; // MSAA color target (only when MSAA > 1x)
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AllocatedImage sceneDepthResolve{}; // Depth resolve (only when MSAA + depth resolve)
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VkFramebuffer sceneFramebuffer = VK_NULL_HANDLE;
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VkSampler sceneSampler = VK_NULL_HANDLE;
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// Upscale pipeline
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VkPipeline pipeline = VK_NULL_HANDLE;
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VkPipelineLayout pipelineLayout = VK_NULL_HANDLE;
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VkDescriptorSetLayout descSetLayout = VK_NULL_HANDLE;
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VkDescriptorPool descPool = VK_NULL_HANDLE;
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VkDescriptorSet descSet = VK_NULL_HANDLE;
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};
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FSRState fsr_;
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bool initFSRResources();
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void destroyFSRResources();
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void renderFSRUpscale();
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// FXAA post-process state
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struct FXAAState {
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bool enabled = false;
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bool needsRecreate = false;
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// Off-screen scene target (same resolution as swapchain — no scaling)
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AllocatedImage sceneColor{}; // 1x resolved color target
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AllocatedImage sceneDepth{}; // Depth (matches MSAA sample count)
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AllocatedImage sceneMsaaColor{}; // MSAA color target (when MSAA > 1x)
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AllocatedImage sceneDepthResolve{}; // Depth resolve (MSAA + depth resolve)
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VkFramebuffer sceneFramebuffer = VK_NULL_HANDLE;
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VkSampler sceneSampler = VK_NULL_HANDLE;
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// FXAA fullscreen pipeline
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VkPipeline pipeline = VK_NULL_HANDLE;
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VkPipelineLayout pipelineLayout = VK_NULL_HANDLE;
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VkDescriptorSetLayout descSetLayout = VK_NULL_HANDLE;
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VkDescriptorPool descPool = VK_NULL_HANDLE;
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VkDescriptorSet descSet = VK_NULL_HANDLE;
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};
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FXAAState fxaa_;
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bool initFXAAResources();
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void destroyFXAAResources();
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void renderFXAAPass();
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// FSR 2.2 temporal upscaling state
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struct FSR2State {
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bool enabled = false;
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bool needsRecreate = false;
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float scaleFactor = 0.77f;
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float sharpness = 3.0f; // Very strong RCAS to counteract upscale softness
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uint32_t internalWidth = 0;
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uint32_t internalHeight = 0;
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// Off-screen scene targets (internal resolution, no MSAA — FSR2 replaces AA)
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AllocatedImage sceneColor{};
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AllocatedImage sceneDepth{};
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VkFramebuffer sceneFramebuffer = VK_NULL_HANDLE;
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// Samplers
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VkSampler linearSampler = VK_NULL_HANDLE; // For color
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VkSampler nearestSampler = VK_NULL_HANDLE; // For depth / motion vectors
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// Motion vector buffer (internal resolution)
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AllocatedImage motionVectors{};
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// History buffers (display resolution, ping-pong)
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AllocatedImage history[2]{};
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AllocatedImage framegenOutput{};
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bool framegenOutputValid = false;
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uint32_t currentHistory = 0; // Output index (0 or 1)
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// Compute pipelines
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VkPipeline motionVecPipeline = VK_NULL_HANDLE;
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VkPipelineLayout motionVecPipelineLayout = VK_NULL_HANDLE;
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VkDescriptorSetLayout motionVecDescSetLayout = VK_NULL_HANDLE;
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VkDescriptorPool motionVecDescPool = VK_NULL_HANDLE;
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VkDescriptorSet motionVecDescSet = VK_NULL_HANDLE;
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VkPipeline accumulatePipeline = VK_NULL_HANDLE;
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VkPipelineLayout accumulatePipelineLayout = VK_NULL_HANDLE;
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VkDescriptorSetLayout accumulateDescSetLayout = VK_NULL_HANDLE;
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VkDescriptorPool accumulateDescPool = VK_NULL_HANDLE;
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VkDescriptorSet accumulateDescSets[2] = {}; // Per ping-pong
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// RCAS sharpening pass (display resolution)
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VkPipeline sharpenPipeline = VK_NULL_HANDLE;
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VkPipelineLayout sharpenPipelineLayout = VK_NULL_HANDLE;
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VkDescriptorSetLayout sharpenDescSetLayout = VK_NULL_HANDLE;
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VkDescriptorPool sharpenDescPool = VK_NULL_HANDLE;
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VkDescriptorSet sharpenDescSets[2] = {};
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// Previous frame state for motion vector reprojection
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glm::mat4 prevViewProjection = glm::mat4(1.0f);
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glm::vec2 prevJitter = glm::vec2(0.0f);
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uint32_t frameIndex = 0;
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bool needsHistoryReset = true;
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bool useAmdBackend = false;
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bool amdFsr3FramegenEnabled = false;
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bool amdFsr3FramegenRuntimeActive = false;
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bool amdFsr3FramegenRuntimeReady = false;
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std::string amdFsr3RuntimePath = "Path C";
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std::string amdFsr3RuntimeLastError{};
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size_t amdFsr3UpscaleDispatchCount = 0;
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size_t amdFsr3FramegenDispatchCount = 0;
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size_t amdFsr3FallbackCount = 0;
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uint64_t amdFsr3InteropSyncValue = 1;
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float jitterSign = 0.38f;
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float motionVecScaleX = 1.0f;
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float motionVecScaleY = 1.0f;
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#if WOWEE_HAS_AMD_FSR2
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FfxFsr2Context amdContext{};
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FfxFsr2Interface amdInterface{};
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void* amdScratchBuffer = nullptr;
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size_t amdScratchBufferSize = 0;
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#endif
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std::unique_ptr<AmdFsr3Runtime> amdFsr3Runtime;
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// Convergent accumulation: jitter for N frames then freeze
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int convergenceFrame = 0;
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static constexpr int convergenceMaxFrames = 8;
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glm::mat4 lastStableVP = glm::mat4(1.0f);
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};
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FSR2State fsr2_;
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bool initFSR2Resources();
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void destroyFSR2Resources();
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void dispatchMotionVectors();
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void dispatchTemporalAccumulate();
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void dispatchAmdFsr2();
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void dispatchAmdFsr3Framegen();
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void renderFSR2Sharpen();
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static float halton(uint32_t index, uint32_t base);
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};
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} // namespace rendering
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} // namespace wowee
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