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[idd] driver: implement postprocess filters
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This commit is contained in:
committed by
Geoffrey McRae
parent
a59040f0be
commit
1b7c00dc82
84
idd/LGIdd/CPostProcessor.h
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84
idd/LGIdd/CPostProcessor.h
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/**
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* Looking Glass
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* Copyright © 2017-2026 The Looking Glass Authors
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* https://looking-glass.io
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the Free
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* Software Foundation; either version 2 of the License, or (at your option)
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* any later version.
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*/
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#pragma once
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#include <Windows.h>
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#include <wrl/client.h>
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#include <d3d12.h>
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#include <dxgi1_5.h>
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#include <memory>
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#include <vector>
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struct CD3D12Device;
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extern "C" {
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#include "common/types.h"
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}
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using namespace Microsoft::WRL;
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enum class PostProcessStatus
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{
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SUCCESS,
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BYPASS_EFFECT,
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FAILED
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};
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struct D12FrameFormat
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{
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D3D12_RESOURCE_DESC desc = {};
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unsigned width = 0;
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unsigned height = 0;
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FrameType format = FRAME_TYPE_INVALID;
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bool hdr = false;
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bool hdrPQ = false;
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};
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class CPostProcessEffect
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{
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public:
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virtual ~CPostProcessEffect() {}
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virtual const char * GetName() const = 0;
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virtual PostProcessStatus SetFormat(const ComPtr<ID3D12Device3>& device,
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const D12FrameFormat& src, D12FrameFormat& dst) = 0;
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virtual void AdjustDamage(RECT dirtyRects[], unsigned * nbDirtyRects) { UNREFERENCED_PARAMETER(dirtyRects); UNREFERENCED_PARAMETER(nbDirtyRects); }
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virtual ComPtr<ID3D12Resource> Run(const ComPtr<ID3D12Device3>& device,
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const ComPtr<ID3D12GraphicsCommandList>& commandList,
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const ComPtr<ID3D12Resource>& src, RECT dirtyRects[],
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unsigned * nbDirtyRects) = 0;
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bool Enabled = false;
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};
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class CPostProcessor
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{
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private:
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std::shared_ptr<CD3D12Device> m_dx12Device;
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ComPtr<ID3D12Device3> m_device;
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std::vector<std::unique_ptr<CPostProcessEffect>> m_effects;
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D12FrameFormat m_srcFormat = {};
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D12FrameFormat m_dstFormat = {};
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bool m_effectsActive = false;
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public:
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bool Init(std::shared_ptr<CD3D12Device> dx12Device);
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void Reset();
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bool Configure(const D12FrameFormat& srcFormat, bool * formatChanged);
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void AdjustFrameDamage(RECT dirtyRects[], unsigned * nbDirtyRects);
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ComPtr<ID3D12Resource> Run(
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const ComPtr<ID3D12GraphicsCommandList>& commandList,
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const ComPtr<ID3D12Resource>& src, RECT dirtyRects[],
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unsigned * nbDirtyRects);
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const D12FrameFormat& GetOutputFormat() const { return m_dstFormat; }
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bool HasActiveEffects() const { return m_effectsActive; }
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};
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