blender/intern/cycles/device/denoise.h
Patrick Mours e1fa0c2805 Cycles: Add NVIDIA DLSS support for viewport denoising
Adds the option to use DLSS Ray Reconstruction for viewport denoising
in Cycles. For this to work, scheduling is adjusted to continuously
reset samples (so that independent frames are rendered), pixel jitter
is forced on and the required denoising passes (color, depth, diffuse
albedo, specular albedo, normals, roughness, motion vectors, specular
motion vectors) are enabled.
DLSS expects those inputs in the form of CUDA textures, while Cycles
keeps passes in an interleaved buffer layout. The data therefore has to
be converted, for which specialized versions of the existing denoising
filter kernels are introduced, which read/write directly to temporary
CUDA textures that are managed in denoiser_dlss.cpp.

The integration of DLSS itself is done in a similar fashion to OptiX:
The DLSS SDK is pulled in for the type definitions, but the DLSS
implementation is loaded by the NVIDIA driver installed on the system.

Pull Request: https://projects.blender.org/blender/blender/pulls/153077
2026-09-10 14:17:46 +02:00

100 lines
2.7 KiB
C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#pragma once
#include "graph/node.h"
CCL_NAMESPACE_BEGIN
enum DenoiserType {
DENOISER_OPTIX = 2,
DENOISER_OPENIMAGEDENOISE = 4,
DENOISER_DLSS = 8,
DENOISER_NUM,
DENOISER_NONE = 0,
DENOISER_ALL = ~0,
};
/* COnstruct human-readable string which denotes the denoiser type. */
const char *denoiserTypeToHumanReadable(DenoiserType type);
using DenoiserTypeMask = int;
enum DenoiserPass {
DENOISER_PASS_NONE = 0,
DENOISER_PASS_ALBEDO = 1 << 0,
DENOISER_PASS_SPECULAR_ALBEDO = 1 << 1,
DENOISER_PASS_NORMAL = 1 << 2,
DENOISER_PASS_ROUGHNESS = 1 << 3,
DENOISER_PASS_DEPTH = 1 << 4,
DENOISER_PASS_MOTION = 1 << 5,
DENOISER_PASS_BACKWARD_MOTION = 1 << 6,
DENOISER_PASS_SPECULAR_MOTION = 1 << 7,
};
using DenoiserPassMask = int;
enum DenoiserPrefilter {
/* Best quality of the result without extra processing time, but requires guiding passes to be
* noise-free. */
DENOISER_PREFILTER_NONE = 1,
/* Denoise color and guiding passes together.
* Improves quality when guiding passes are noisy using least amount of extra processing time. */
DENOISER_PREFILTER_FAST = 2,
/* Prefilter noisy guiding passes before denoising color.
* Improves quality when guiding passes are noisy using extra processing time. */
DENOISER_PREFILTER_ACCURATE = 3,
DENOISER_PREFILTER_NUM,
};
enum DenoiserQuality {
DENOISER_QUALITY_HIGH = 1,
DENOISER_QUALITY_BALANCED = 2,
DENOISER_QUALITY_FAST = 3,
DENOISER_QUALITY_NUM,
};
/* NOTE: Is not a real scene node. Using Node API for ease of (de)serialization.
* The default values here do not really matter as they are always initialized from the
* Integrator node. */
class DenoiseParams : public Node {
public:
NODE_DECLARE
/* Apply denoiser to image. */
bool use = false;
/* Denoiser type. */
DenoiserType type = DENOISER_OPENIMAGEDENOISE;
/* Viewport start sample. */
int start_sample = 0;
/* Auxiliary passes. */
DenoiserPassMask passes = DENOISER_PASS_ALBEDO | DENOISER_PASS_NORMAL;
/* Configure the denoiser to use motion vectors, previous image and a temporally stable model. */
bool temporally_stable = false;
/* If true, then allow, if supported, OpenImageDenoise to use GPU device.
* If false, then OpenImageDenoise will always use CPU regardless of GPU device presence. */
bool use_gpu = true;
DenoiserPrefilter prefilter = DENOISER_PREFILTER_FAST;
DenoiserQuality quality = DENOISER_QUALITY_HIGH;
float upscale_factor = 1.0f;
static const NodeEnum *get_type_enum();
static const NodeEnum *get_prefilter_enum();
static const NodeEnum *get_quality_enum();
DenoiseParams();
};
CCL_NAMESPACE_END