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templateEntry.cpp
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templateEntry.cpp
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/*
* Copyright (c) 2022-2023 NVIDIA CORPORATION. All rights reserved
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#include <dxgi1_6.h>
#include <future>
#include "include/sl.h"
#include "include/sl_consts.h"
#include "source/core/sl.api/internal.h"
#include "source/core/sl.log/log.h"
#include "source/core/sl.plugin/plugin.h"
#include "source/core/sl.param/parameters.h"
#include "source/platforms/sl.chi/compute.h"
#include "source/plugins/sl.template/versions.h"
#include "source/plugins/sl.common/commonInterface.h"
#include "external/nvapi/nvapi.h"
#include "external/json/include/nlohmann/json.hpp"
#include "_artifacts/json/template_json.h"
#include "_artifacts/gitVersion.h"
using json = nlohmann::json;
//! IMPORTANT: This is our include with our constants and settings (if any)
//!
#include "include/sl_template.h"
namespace sl
{
namespace tmpl
{
//! Our common context
//!
//! Here we can keep whatever global state we need
//!
struct TemplateContext
{
SL_PLUGIN_CONTEXT_CREATE_DESTROY(TemplateContext);
// Called when plugin is loaded, do any custom constructor initialization here
void onCreateContext() {};
// Called when plugin is unloaded, destroy any objects on heap here
void onDestroyContext() {};
common::PFunRegisterEvaluateCallbacks* registerEvaluateCallbacks{};
// For example, we can use this template to store incoming constants
//
common::ViewportIdFrameData<> constants = { "template" };
// Common constants for the frame/viewport we are currently evaluating
//
// See 'templateBeginEvaluation' below for more details
sl::Constants* commonConsts;
// Feature constants (if any)
//
// Note that we can chain as many feature
// constants as we want using the void* ext link.
sl::TemplateConstants* templateConsts;
// Some compute kernel we want to use
chi::Kernel myDenoisingKernel{};
// Our tagged inputs
CommonResource mvec{};
CommonResource depth{};
CommonResource input{};
CommonResource output{};
// Compute API
RenderAPI platform = RenderAPI::eD3D12;
chi::ICompute* compute{};
};
}
void updateEmbeddedJSON(json& config);
//! Embedded JSON, containing information about the plugin and the hooks it requires.
//! See template.json
static std::string JSON = std::string(template_json, &template_json[template_json_len]);
//! Define our plugin, make sure to update version numbers in versions.h
SL_PLUGIN_DEFINE("sl.template", Version(VERSION_MAJOR, VERSION_MINOR, VERSION_PATCH), Version(0, 0, 1), JSON.c_str(), updateEmbeddedJSON, tmpl, TemplateContext)
//! Set constants for our plugin (if any, this is optional and should be thread safe)
Result slSetConstants(const void* data, uint32_t frameIndex, uint32_t id)
{
auto& ctx = (*tmpl::getContext());
// For example, we can set out constants like this
//
auto consts = (const TemplateConstants*)data;
ctx.constants.set(frameIndex, id, consts);
if (consts->mode == TemplateMode::eOff)
{
// User disabled our feature
auto lambda = [/*capture references and data you need*/](void)->void
{
// Cleanup logic goes here
};
// Schedule delayed destroy (few frames later)
CHI_VALIDATE(ctx.compute->destroy(lambda));
}
else
{
// User enabled our feature, nothing to do here
// but rather in 'templateBeginEvaluation' when
// we have access to the command buffer.
}
return Result::eOk;
}
//! Begin evaluation for our plugin (if we use evalFeature mechanism to inject functionality in to the command buffer)
//!
sl::Result templateBeginEvaluation(chi::CommandList pCmdList, const common::EventData& evd, const sl::BaseStructure** inputs, uint32_t numInputs)
{
auto& ctx = (*tmpl::getContext());
//! Here we can go and fetch our constants based on the 'event data' - frame index, unique id etc.
//!
// Get common constants if we need them
//
// Note that we are passing frame index, unique id provided with the 'evaluate' call
if (!common::getConsts(evd, &ctx.commonConsts))
{
// Log error
return sl::Result::eErrorMissingConstants;
}
// Get our constants (if any)
//
// Note that we are passing frame index, unique id provided with the 'evaluate' call
if (!ctx.constants.get(evd, &ctx.templateConsts))
{
// Log error
}
// Get tagged resources (if you need any)
//
// For example, here we fetch depth and mvec with their extents
//
getTaggedResource(kBufferTypeDepth, ctx.depth, evd.id, false, inputs, numInputs);
getTaggedResource(kBufferTypeMotionVectors, ctx.mvec, evd.id, false, inputs, numInputs);
// Now we fetch shadow in/out, assuming our plugin does some sort of denoising
getTaggedResource(kBufferTypeShadowNoisy, ctx.input, evd.id, false, inputs, numInputs);
getTaggedResource(kBufferTypeShadowDenoised, ctx.output, evd.id, false, inputs, numInputs);
// If tagged resources are mandatory check if they are provided or not
if (!ctx.depth || !ctx.mvec || !ctx.input || !ctx.output)
{
// Log error
return sl::Result::eErrorMissingInputParameter;
}
// If you need the extents check if they are valid
if (!ctx.depth.getExtent() || !ctx.mvec.getExtent())
{
// Log error
return sl::Result::eErrorMissingInputParameter;
}
// Initialize your feature if it was never initialized before or if user toggled it back on by setting consts.mode = TemplateMode::eOn
//
// Use compute API to allocated any temporary buffers/textures you need here.
//
// You can also check if extents changed, resolution changed (can be passed as a plugin/feature constant for example)
return Result::eOk;
}
//! End evaluation for our plugin (if we use evalFeature mechanism to inject functionality in to the command buffer)
//!
sl::Result templateEndEvaluation(chi::CommandList cmdList, const common::EventData& evd, const sl::BaseStructure** inputs, uint32_t numInputs)
{
// For example, dispatch compute shader work
auto& ctx = (*tmpl::getContext());
chi::ResourceState mvecState{}, depthState{}, outputState{}, inputState{};
// Convert native to SL state
CHI_VALIDATE(ctx.compute->getResourceState(ctx.mvec.getState(), mvecState));
CHI_VALIDATE(ctx.compute->getResourceState(ctx.depth.getState(), depthState));
CHI_VALIDATE(ctx.compute->getResourceState(ctx.input.getState(), inputState));
CHI_VALIDATE(ctx.compute->getResourceState(ctx.output.getState(), outputState));
// Scoped transition, it will return the resources back to their original states upon leaving this scope
//
// This is optional but convenient so we don't have to call transition resources twice
extra::ScopedTasks revTransitions;
chi::ResourceTransition transitions[] =
{
{ctx.mvec, chi::ResourceState::eTextureRead, mvecState},
{ctx.depth, chi::ResourceState::eTextureRead, depthState},
{ctx.input, chi::ResourceState::eTextureRead, inputState},
{ctx.output, chi::ResourceState::eStorageRW, outputState}
};
CHI_VALIDATE(ctx.compute->transitionResources(cmdList, transitions, (uint32_t)countof(transitions), &revTransitions));
// Assuming 1080p dispatch
uint32_t renderWidth = 1920;
uint32_t renderHeight = 1080;
uint32_t grid[] = { (renderWidth + 16 - 1) / 16, (renderHeight + 16 - 1) / 16, 1 };
// Now setup our constants
struct MyParamStruct
{
// Some dummy parameters for demonstration
sl::float4x4 dummy0;
sl::float4 dummy1;
sl::float2 dummy2;
uint32_t dummy3;
};
MyParamStruct cb{};
// NOTE: SL compute interface uses implicit dispatch for simplicity.
//
// Root signatures, constant updates, pipeline states etc. are all
// managed automatically for convenience.
// First we bind our descriptor heaps and other shared state
CHI_VALIDATE(ctx.compute->bindSharedState(cmdList));
// Now our kernel
CHI_VALIDATE(ctx.compute->bindKernel(ctx.myDenoisingKernel));
// Now our inputs, binding slot first, register second
// This has to match your shader exactly
CHI_VALIDATE(ctx.compute->bindSampler(0, 0, chi::eSamplerLinearClamp));
CHI_VALIDATE(ctx.compute->bindTexture(1, 0, ctx.mvec));
CHI_VALIDATE(ctx.compute->bindTexture(2, 1, ctx.depth));
CHI_VALIDATE(ctx.compute->bindTexture(3, 2, ctx.input));
CHI_VALIDATE(ctx.compute->bindRWTexture(4, 0, ctx.output));
CHI_VALIDATE(ctx.compute->bindConsts(5, 0, &cb, sizeof(MyParamStruct), 3)); // 3 instances per frame, change as needed (num times we dispatch this kernel with different consants per frame)
CHI_VALIDATE(ctx.compute->dispatch(grid[0], grid[1], grid[2]));
// NOTE: sl.common will restore the pipeline to its original state
//
// When we return to the host from 'evaluate' it will be like SL never changed anything
return Result::eOk;
}
//! Get settings for our plugin (optional and depending on if we need to provide any settings back to the host)
Result slGetSettings(const void* cdata, void* sdata)
{
// For example, we can set out constants like this
//
// Note that TemplateConstants should be defined in sl_constants.h and provided by the host
//
auto consts = (const TemplateConstants*)cdata;
auto settings = (TemplateSettings*)sdata;
return Result::eOk;
}
//! Explicit allocation of resources
Result slAllocateResources(sl::CommandBuffer* cmdBuffer, sl::Feature feature, const sl::ViewportHandle& viewport)
{
return Result::eOk;
}
//! Explicit de-allocation of resources
Result slFreeResources(sl::Feature feature, const sl::ViewportHandle& viewport)
{
return Result::eOk;
}
//! Main entry point - starting our plugin
//!
//! IMPORTANT: Plugins are started based on their priority.
//! sl.common always starts first since it has priority 0
//!
bool slOnPluginStartup(const char* jsonConfig, void* device)
{
//! Common startup and setup
//!
SL_PLUGIN_COMMON_STARTUP();
auto& ctx = (*tmpl::getContext());
auto parameters = api::getContext()->parameters;
//! Register our evaluate callbacks
//!
//! Note that sl.common handles evaluate calls from the host
//! and distributes eval calls to the right plugin based on the feature id
//!
if (!param::getPointerParam(parameters, param::common::kPFunRegisterEvaluateCallbacks, &ctx.registerEvaluateCallbacks))
{
// Log error
return false;
}
//! IMPORTANT: Add new enum in sl.h and match that id in JSON config for this plugin (see below)
ctx.registerEvaluateCallbacks(/* Change to correct id */ kFeatureTemplate, templateBeginEvaluation, templateEndEvaluation);
//! Plugin manager gives us the device type and the application id
//!
json& config = *(json*)api::getContext()->loaderConfig;
uint32_t deviceType{};
int appId{};
config.at("appId").get_to(appId);
config.at("deviceType").get_to(deviceType);
//! Extra config is always `sl.plugin_name.json` so in our case `sl.template.json`
//!
//! Populated automatically by the SL_PLUGIN_COMMON_STARTUP macro
//!
json& extraConfig = *(json*)api::getContext()->extConfig;
if (extraConfig.contains("myKey"))
{
//! Extract your configuration data and do something with it
}
//! Now let's obtain compute interface if we need to dispatch some compute work
//!
ctx.platform = (RenderAPI)deviceType;
if (!param::getPointerParam(parameters, sl::param::common::kComputeAPI, &ctx.compute))
{
// Log error
return false;
}
//! We can also register some hot-keys to toggle functionality etc.
//!
//extra::keyboard::getInterface()->registerKey("my_key", extra::keyboard::VirtKey(VK_OEM_6, true, true));
//! Now we create our kernel using the pre-compiled binary blobs (included from somewhere)
if (ctx.platform == RenderAPI::eVulkan)
{
// SPIR-V binary blob
//
//CHI_CHECK_RF(ctx.compute->createKernel((void*)myDenoisingKernel_spv, myDenoisingKernel_spv_len, "myDenoisingKernel.cs", "main", ctx.myDenoisingKernel));
}
else
{
// DXBC binary blob
//
//CHI_CHECK_RF(ctx.compute->createKernel((void*)myDenoisingKernel_cs, myDenoisingKernel_cs_len, "myDenoisingKernel.cs", "main", ctx.myDenoisingKernel));
}
return true;
}
//! Main exit point - shutting down our plugin
//!
//! IMPORTANT: Plugins are shutdown in the inverse order based to their priority.
//! sl.common always shutsdown LAST since it has priority 0
//!
void slOnPluginShutdown()
{
auto& ctx = (*tmpl::getContext());
// Here we need to release/destroy any resource we created
CHI_VALIDATE(ctx.compute->destroyKernel(ctx.myDenoisingKernel));
// If we used 'evaluate' mechanism reset the callbacks here
//
//! IMPORTANT: Add new enum in sl.h and match that id in JSON config for this plugin (see below)
ctx.registerEvaluateCallbacks(/* Change to correct id and also update the JSON config below */ kFeatureTemplate, nullptr, nullptr);
// Common shutdown
plugin::onShutdown(api::getContext());
}
//! Example hook to handle SwapChain::Present calls
//!
HRESULT slHookPresent(IDXGISwapChain* swapChain, UINT SyncInterval, UINT Flags, bool& Skip)
{
// NOP present hook, we tell host NOT to skip the base implementation and return OK
//
// This is just an example, if your plugin just needs to do something in `evaluate`
// then no hooks are necessary.
//
Skip = false;
return S_OK;
}
//! Figure out if we are supported on the current hardware or not
//!
void updateEmbeddedJSON(json& config)
{
// Check if plugin is supported or not on this platform and set the flag accordingly
common::SystemCaps* caps = {};
param::getPointerParam(api::getContext()->parameters, sl::param::common::kSystemCaps, &caps);
common::PFunUpdateCommonEmbeddedJSONConfig* updateCommonEmbeddedJSONConfig{};
param::getPointerParam(api::getContext()->parameters, sl::param::common::kPFunUpdateCommonEmbeddedJSONConfig, &updateCommonEmbeddedJSONConfig);
if (caps && updateCommonEmbeddedJSONConfig)
{
common::PluginInfo info{};
// Specify minimum driver version we need
info.minDriver = sl::Version(455, 0, 0);
// SL does not work on Win7, only Win10+
info.minOS = sl::Version(10, 0, 0);
// Specify 0 if our plugin runs on any adapter otherwise specify enum value `NV_GPU_ARCHITECTURE_*` from NVAPI
info.minGPUArchitecture = 0;
updateCommonEmbeddedJSONConfig(&config, info);
}
}
//! The only exported function - gateway to all functionality
SL_EXPORT void* slGetPluginFunction(const char* functionName)
{
//! Forward declarations
bool slOnPluginLoad(sl::param::IParameters * params, const char* loaderJSON, const char** pluginJSON);
//! Redirect to OTA if any
SL_EXPORT_OTA;
//! Core API
SL_EXPORT_FUNCTION(slOnPluginLoad);
SL_EXPORT_FUNCTION(slOnPluginShutdown);
SL_EXPORT_FUNCTION(slOnPluginStartup);
SL_EXPORT_FUNCTION(slSetConstants);
SL_EXPORT_FUNCTION(slGetSettings);
SL_EXPORT_FUNCTION(slAllocateResources);
SL_EXPORT_FUNCTION(slFreeResources);
//! Hooks defined in the JSON config above
//! D3D12
SL_EXPORT_FUNCTION(slHookPresent);
return nullptr;
}
}