#vulkan #graphics #gamedev #game #denoiser

nightly sys nrd-sys

Rust FFI for NVIDIA Realtime Denoiser

2 unstable releases

0.2.0 Dec 17, 2023
0.1.0 Sep 11, 2023

#233 in Rendering

MIT/Apache

60KB
1K SLoC

nrd-sys

Rust bindings for the NVIDIA Real Time Denoisers SDK, targeting Vulkan applications.

NVIDIA Real-Time Denoisers (NRD) is a spatio-temporal API agnostic denoising library. The library has been designed to work with low rpp (ray per pixel) signals. NRD is a fast solution that slightly depends on input signals and environment conditions.

Supports both Windows and Linux. Pre-compiled binaries are automatically downloaded and linked.

The binaries are compiled from a custom NRD fork, which is necessary to make the SDK work better with Rust. The fork contains the following changes:

  • CI to compile the binaries.
  • Updated the allocator interface so that the allocation size and alignments (as required by the Rust allocation API) are passed in on free.

Usage

fn main() {
    let lib_desc = nrd_sys::Instance::library_desc();

    let id1 = nrd_sys::Identifier(0);
    let mut instance = nrd_sys::Instance::new(&[nrd_sys::DenoiserDesc {
        identifier: id1,
        denoiser: nrd_sys::Denoiser::ReblurDiffuse,
        render_width: 100,
        render_height: 100,
    }])
    .unwrap();
    let desc = instance.desc();

    instance
        .set_common_settings(&nrd_sys::CommonSettings::default())
        .unwrap();
    instance
        .set_denoiser_settings(id1, &nrd_sys::ReferenceSettings::default())
        .unwrap();

    let dispatches = instance.get_compute_dispatches(&[id1]).unwrap();

    // Now, make API calls based on `dispatches`
}

Note

The pre-compiled binaries included with this package only contains SPIR-V shader. If you need DXIL / DXBC shader for DirectX integration, feel free to make that a Cargo feature and create a PR.

No runtime deps

~135KB