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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
165
idd/LGIdd/effect/CComputeEffect.cpp
Normal file
165
idd/LGIdd/effect/CComputeEffect.cpp
Normal file
@@ -0,0 +1,165 @@
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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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#include "CComputeEffect.h"
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#include "CDebug.h"
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#include <d3dcompiler.h>
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#include <cstring>
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namespace PostProcessUtil
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{
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bool CreateDefaultTexture(const ComPtr<ID3D12Device3>& device,
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const D3D12_RESOURCE_DESC& desc, ComPtr<ID3D12Resource>& resource)
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{
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D3D12_HEAP_PROPERTIES heapProps = {};
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heapProps.Type = D3D12_HEAP_TYPE_DEFAULT;
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heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
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heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
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heapProps.CreationNodeMask = 1;
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heapProps.VisibleNodeMask = 1;
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HRESULT hr = device->CreateCommittedResource(
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&heapProps,
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D3D12_HEAP_FLAG_CREATE_NOT_ZEROED,
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&desc,
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D3D12_RESOURCE_STATE_COPY_SOURCE,
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nullptr,
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IID_PPV_ARGS(&resource));
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if (FAILED(hr))
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{
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DEBUG_ERROR_HR(hr, "Failed to create post-processing destination texture");
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return false;
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}
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return true;
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}
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}
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bool CComputeEffect::InitCompute(const ComPtr<ID3D12Device3>& device,
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const D3D12_DESCRIPTOR_RANGE * ranges, UINT rangeCount,
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const D3D12_STATIC_SAMPLER_DESC * samplers, UINT samplerCount,
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const char * shader)
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{
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D3D12_ROOT_PARAMETER rootParam = {};
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rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
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rootParam.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
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rootParam.DescriptorTable.NumDescriptorRanges = rangeCount;
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rootParam.DescriptorTable.pDescriptorRanges = ranges;
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D3D12_VERSIONED_ROOT_SIGNATURE_DESC rootSignatureDesc = {};
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rootSignatureDesc.Version = D3D_ROOT_SIGNATURE_VERSION_1;
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rootSignatureDesc.Desc_1_0.NumParameters = 1;
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rootSignatureDesc.Desc_1_0.pParameters = &rootParam;
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rootSignatureDesc.Desc_1_0.NumStaticSamplers = samplerCount;
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rootSignatureDesc.Desc_1_0.pStaticSamplers = samplers;
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rootSignatureDesc.Desc_1_0.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE;
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ComPtr<ID3DBlob> blob;
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ComPtr<ID3DBlob> error;
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HRESULT hr = D3D12SerializeVersionedRootSignature(
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&rootSignatureDesc, &blob, &error);
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if (FAILED(hr))
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{
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DEBUG_ERROR_HR(hr, "Failed to serialize post-processing root signature");
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if (error)
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DEBUG_ERROR("%s", (const char *)error->GetBufferPointer());
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return false;
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}
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hr = device->CreateRootSignature(
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0,
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blob->GetBufferPointer(),
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blob->GetBufferSize(),
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IID_PPV_ARGS(&m_rootSignature));
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if (FAILED(hr))
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{
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DEBUG_ERROR_HR(hr, "Failed to create post-processing root signature");
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return false;
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}
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blob.Reset();
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error.Reset();
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hr = D3DCompile(
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shader,
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std::strlen(shader),
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nullptr,
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nullptr,
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nullptr,
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"main",
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"cs_5_0",
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0,
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0,
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&blob,
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&error);
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if (FAILED(hr))
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{
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DEBUG_ERROR_HR(hr, "Failed to compile post-processing shader");
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if (error)
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DEBUG_ERROR("%s", (const char *)error->GetBufferPointer());
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return false;
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}
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D3D12_COMPUTE_PIPELINE_STATE_DESC psoDesc = {};
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psoDesc.pRootSignature = m_rootSignature.Get();
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psoDesc.CS.pShaderBytecode = blob->GetBufferPointer();
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psoDesc.CS.BytecodeLength = blob->GetBufferSize();
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hr = device->CreateComputePipelineState(&psoDesc, IID_PPV_ARGS(&m_pso));
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if (FAILED(hr))
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{
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DEBUG_ERROR_HR(hr, "Failed to create post-processing PSO");
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return false;
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}
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UINT descriptorCount = 0;
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for (UINT i = 0; i < rangeCount; ++i)
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descriptorCount += ranges[i].NumDescriptors;
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D3D12_DESCRIPTOR_HEAP_DESC heapDesc = {};
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heapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
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heapDesc.NumDescriptors = descriptorCount;
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heapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
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hr = device->CreateDescriptorHeap(&heapDesc, IID_PPV_ARGS(&m_descHeap));
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if (FAILED(hr))
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{
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DEBUG_ERROR_HR(hr, "Failed to create post-processing descriptor heap");
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return false;
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}
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return true;
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}
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void CComputeEffect::Bind(const ComPtr<ID3D12GraphicsCommandList>& commandList)
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{
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ID3D12DescriptorHeap * heaps[] = { m_descHeap.Get() };
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commandList->SetDescriptorHeaps(1, heaps);
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commandList->SetPipelineState(m_pso.Get());
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commandList->SetComputeRootSignature(m_rootSignature.Get());
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commandList->SetComputeRootDescriptorTable(
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0, m_descHeap->GetGPUDescriptorHandleForHeapStart());
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}
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void CComputeEffect::TransitionDst(
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const ComPtr<ID3D12GraphicsCommandList>& commandList,
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D3D12_RESOURCE_STATES before, D3D12_RESOURCE_STATES after)
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{
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D3D12_RESOURCE_BARRIER barrier = {};
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barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
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barrier.Transition.pResource = m_dst.Get();
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barrier.Transition.StateBefore = before;
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barrier.Transition.StateAfter = after;
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barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
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commandList->ResourceBarrier(1, &barrier);
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}
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52
idd/LGIdd/effect/CComputeEffect.h
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52
idd/LGIdd/effect/CComputeEffect.h
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@@ -0,0 +1,52 @@
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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 "../CPostProcessor.h"
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#define POST_PROCESS_THREADS_STR "8"
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namespace PostProcessUtil
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{
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static constexpr unsigned Threads = 8;
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template<typename T>
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static constexpr T AlignTo(T value, T align)
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{
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return (value + (align - 1)) & ~(align - 1);
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}
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bool CreateDefaultTexture(const ComPtr<ID3D12Device3>& device,
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const D3D12_RESOURCE_DESC& desc, ComPtr<ID3D12Resource>& resource);
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}
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class CComputeEffect : public CPostProcessEffect
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{
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protected:
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ComPtr<ID3D12RootSignature> m_rootSignature;
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ComPtr<ID3D12PipelineState> m_pso;
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ComPtr<ID3D12DescriptorHeap> m_descHeap;
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ComPtr<ID3D12Resource> m_dst;
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unsigned m_threadsX = 0;
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unsigned m_threadsY = 0;
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bool InitCompute(const ComPtr<ID3D12Device3>& device,
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const D3D12_DESCRIPTOR_RANGE * ranges, UINT rangeCount,
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const D3D12_STATIC_SAMPLER_DESC * samplers, UINT samplerCount,
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const char * shader);
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void Bind(const ComPtr<ID3D12GraphicsCommandList>& commandList);
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void TransitionDst(const ComPtr<ID3D12GraphicsCommandList>& commandList,
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D3D12_RESOURCE_STATES before, D3D12_RESOURCE_STATES after);
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};
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269
idd/LGIdd/effect/CDownsampleEffect.cpp
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269
idd/LGIdd/effect/CDownsampleEffect.cpp
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@@ -0,0 +1,269 @@
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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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#include "CDownsampleEffect.h"
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#include "CDebug.h"
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#include "../CSettings.h"
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#include <algorithm>
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#include <cmath>
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#include <cwchar>
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#include <cwctype>
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#include <cstring>
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using namespace PostProcessUtil;
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bool CDownsampleEffect::ParseRules(const std::wstring& value)
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{
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m_rules.clear();
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if (value.empty())
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return false;
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size_t pos = 0;
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while (pos < value.size())
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{
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size_t comma = value.find(L',', pos);
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std::wstring token = value.substr(pos,
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comma == std::wstring::npos ? std::wstring::npos : comma - pos);
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while (!token.empty() && std::iswspace(token.front()))
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token.erase(token.begin());
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while (!token.empty() && std::iswspace(token.back()))
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token.pop_back();
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if (!token.empty())
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{
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Rule rule = {};
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const wchar_t * start = token.c_str();
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if (*start == L'>')
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{
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rule.greater = true;
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++start;
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}
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if (swscanf_s(start, L"%ux%u:%ux%u",
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&rule.x, &rule.y, &rule.targetX, &rule.targetY) != 4)
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{
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DEBUG_ERROR("Unable to parse IDD downsample rule");
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m_rules.clear();
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return false;
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}
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DEBUG_INFO("idd:downsample rule: %ux%u -> %ux%u%s",
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rule.x, rule.y, rule.targetX, rule.targetY,
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rule.greater ? " (greater-than)" : "");
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m_rules.push_back(rule);
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}
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if (comma == std::wstring::npos)
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break;
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pos = comma + 1;
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}
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return !m_rules.empty();
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}
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const CDownsampleEffect::Rule * CDownsampleEffect::MatchRule(
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unsigned width, unsigned height) const
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{
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const Rule * match = nullptr;
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for (const auto& rule : m_rules)
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if (( rule.greater && (width > rule.x || height > rule.y)) ||
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(!rule.greater && (width == rule.x && height == rule.y)))
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match = &rule;
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return match;
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}
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bool CDownsampleEffect::Init(const ComPtr<ID3D12Device3>& device)
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{
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if (!ParseRules(g_settings.ReadStringValue(L"Downsample")))
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return false;
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D3D12_STATIC_SAMPLER_DESC sampler = {};
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sampler.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
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sampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
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sampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
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sampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP;
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sampler.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER;
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sampler.MaxLOD = D3D12_FLOAT32_MAX;
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sampler.ShaderRegister = 0;
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sampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
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D3D12_DESCRIPTOR_RANGE ranges[3] = {};
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ranges[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV;
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ranges[0].NumDescriptors = 1;
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ranges[0].BaseShaderRegister = 0;
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ranges[0].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
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ranges[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
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ranges[1].NumDescriptors = 1;
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ranges[1].BaseShaderRegister = 0;
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ranges[1].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
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ranges[2].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
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ranges[2].NumDescriptors = 1;
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ranges[2].BaseShaderRegister = 0;
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ranges[2].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
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const char * shader =
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"cbuffer Constants : register(b0)\n"
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"{\n"
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" float Width;\n"
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" float Height;\n"
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"};\n"
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"Texture2D <float4> src : register(t0);\n"
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"RWTexture2D<float4> dst : register(u0);\n"
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"SamplerState ss : register(s0);\n"
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"[numthreads(" POST_PROCESS_THREADS_STR ", " POST_PROCESS_THREADS_STR ", 1)]\n"
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"void main(uint3 dt : SV_DispatchThreadID)\n"
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"{\n"
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" dst[dt.xy] = src.SampleLevel(ss,\n"
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" float2(\n"
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" (float(dt.x) + 0.5f) / Width,\n"
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" (float(dt.y) + 0.5f) / Height),\n"
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" 0);\n"
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"}\n";
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if (!InitCompute(device, ranges, ARRAYSIZE(ranges), &sampler, 1, shader))
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return false;
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D3D12_HEAP_PROPERTIES heapProps = {};
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heapProps.Type = D3D12_HEAP_TYPE_UPLOAD;
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D3D12_RESOURCE_DESC desc = {};
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desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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desc.Width = AlignTo(sizeof(m_consts),
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(size_t)D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT);
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desc.Height = 1;
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desc.DepthOrArraySize = 1;
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desc.MipLevels = 1;
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desc.SampleDesc.Count = 1;
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desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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HRESULT hr = device->CreateCommittedResource(&heapProps,
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D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ,
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nullptr, IID_PPV_ARGS(&m_constBuffer));
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if (FAILED(hr))
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{
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DEBUG_ERROR_HR(hr, "Failed to create Downsample constant buffer");
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return false;
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}
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return true;
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}
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PostProcessStatus CDownsampleEffect::SetFormat(
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const ComPtr<ID3D12Device3>& device,
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const D12FrameFormat& src, D12FrameFormat& dst)
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{
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const Rule * rule = MatchRule((unsigned)src.desc.Width, src.desc.Height);
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if (!rule ||
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(rule->targetX == src.desc.Width && rule->targetY == src.desc.Height))
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return PostProcessStatus::BYPASS_EFFECT;
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D3D12_RESOURCE_DESC desc = src.desc;
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desc.Width = rule->targetX;
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desc.Height = rule->targetY;
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desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
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||||
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if (!CreateDefaultTexture(device, desc, m_dst))
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return PostProcessStatus::FAILED;
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m_consts.width = (float)rule->targetX;
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m_consts.height = (float)rule->targetY;
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void * data = nullptr;
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D3D12_RANGE readRange = { 0, 0 };
|
||||
HRESULT hr = m_constBuffer->Map(0, &readRange, &data);
|
||||
if (FAILED(hr))
|
||||
{
|
||||
DEBUG_ERROR_HR(hr, "Failed to map Downsample constant buffer");
|
||||
return PostProcessStatus::FAILED;
|
||||
}
|
||||
std::memcpy(data, &m_consts, sizeof(m_consts));
|
||||
m_constBuffer->Unmap(0, nullptr);
|
||||
|
||||
m_threadsX = ((unsigned)desc.Width + (Threads - 1)) / Threads;
|
||||
m_threadsY = ((unsigned)desc.Height + (Threads - 1)) / Threads;
|
||||
m_format = src.desc.Format;
|
||||
m_scaleX = (double)desc.Width / src.desc.Width;
|
||||
m_scaleY = (double)desc.Height / src.desc.Height;
|
||||
m_width = (unsigned)desc.Width;
|
||||
m_height = desc.Height;
|
||||
|
||||
dst.desc = desc;
|
||||
dst.width = (unsigned)desc.Width;
|
||||
dst.height = desc.Height;
|
||||
return PostProcessStatus::SUCCESS;
|
||||
}
|
||||
|
||||
void CDownsampleEffect::AdjustDamage(RECT dirtyRects[], unsigned * nbDirtyRects)
|
||||
{
|
||||
for (RECT * rect = dirtyRects; rect < dirtyRects + *nbDirtyRects; ++rect)
|
||||
{
|
||||
unsigned width = (unsigned)std::ceil((double)(rect->right - rect->left) * m_scaleX);
|
||||
unsigned height = (unsigned)std::ceil((double)(rect->bottom - rect->top ) * m_scaleY);
|
||||
rect->left = (LONG)max(0.0, std::floor((double)rect->left * m_scaleX));
|
||||
rect->right = (LONG)min((double)m_width , (double)rect->left + width);
|
||||
rect->top = (LONG)max(0.0, std::floor((double)rect->top * m_scaleY));
|
||||
rect->bottom = (LONG)min((double)m_height, (double)rect->top + height);
|
||||
|
||||
if (rect->left > 0 ) rect->left -= 1;
|
||||
if (rect->top > 0 ) rect->top -= 1;
|
||||
if (rect->right < (LONG)m_width ) rect->right += 1;
|
||||
if (rect->bottom < (LONG)m_height ) rect->bottom += 1;
|
||||
}
|
||||
}
|
||||
|
||||
ComPtr<ID3D12Resource> CDownsampleEffect::Run(
|
||||
const ComPtr<ID3D12Device3>& device,
|
||||
const ComPtr<ID3D12GraphicsCommandList>& commandList,
|
||||
const ComPtr<ID3D12Resource>& src, RECT dirtyRects[],
|
||||
unsigned * nbDirtyRects)
|
||||
{
|
||||
UNREFERENCED_PARAMETER(dirtyRects);
|
||||
UNREFERENCED_PARAMETER(nbDirtyRects);
|
||||
|
||||
TransitionDst(commandList, D3D12_RESOURCE_STATE_COPY_SOURCE,
|
||||
D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
|
||||
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE handle =
|
||||
m_descHeap->GetCPUDescriptorHandleForHeapStart();
|
||||
const UINT inc = device->GetDescriptorHandleIncrementSize(
|
||||
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
|
||||
|
||||
D3D12_CONSTANT_BUFFER_VIEW_DESC cbvDesc = {};
|
||||
cbvDesc.BufferLocation = m_constBuffer->GetGPUVirtualAddress();
|
||||
cbvDesc.SizeInBytes = (UINT)AlignTo(sizeof(m_consts),
|
||||
(size_t)D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT);
|
||||
device->CreateConstantBufferView(&cbvDesc, handle);
|
||||
handle.ptr += inc;
|
||||
|
||||
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
|
||||
srvDesc.Format = m_format;
|
||||
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
|
||||
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
|
||||
srvDesc.Texture2D.MipLevels = 1;
|
||||
device->CreateShaderResourceView(src.Get(), &srvDesc, handle);
|
||||
handle.ptr += inc;
|
||||
|
||||
D3D12_UNORDERED_ACCESS_VIEW_DESC uavDesc = {};
|
||||
uavDesc.Format = m_format;
|
||||
uavDesc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
|
||||
device->CreateUnorderedAccessView(m_dst.Get(), nullptr, &uavDesc, handle);
|
||||
|
||||
Bind(commandList);
|
||||
commandList->Dispatch(m_threadsX, m_threadsY, 1);
|
||||
|
||||
TransitionDst(commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
|
||||
D3D12_RESOURCE_STATE_COPY_SOURCE);
|
||||
return m_dst;
|
||||
}
|
||||
62
idd/LGIdd/effect/CDownsampleEffect.h
Normal file
62
idd/LGIdd/effect/CDownsampleEffect.h
Normal file
@@ -0,0 +1,62 @@
|
||||
/**
|
||||
* Looking Glass
|
||||
* Copyright © 2017-2026 The Looking Glass Authors
|
||||
* https://looking-glass.io
|
||||
*
|
||||
* This program is free software; you can redistribute it and/or modify it
|
||||
* under the terms of the GNU General Public License as published by the Free
|
||||
* Software Foundation; either version 2 of the License, or (at your option)
|
||||
* any later version.
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CComputeEffect.h"
|
||||
|
||||
#include <vector>
|
||||
#include <string>
|
||||
|
||||
class CDownsampleEffect : public CComputeEffect
|
||||
{
|
||||
private:
|
||||
struct Rule
|
||||
{
|
||||
bool greater = false;
|
||||
unsigned x = 0;
|
||||
unsigned y = 0;
|
||||
unsigned targetX = 0;
|
||||
unsigned targetY = 0;
|
||||
};
|
||||
|
||||
struct Consts
|
||||
{
|
||||
float width;
|
||||
float height;
|
||||
} m_consts = {};
|
||||
|
||||
std::vector<Rule> m_rules;
|
||||
ComPtr<ID3D12Resource> m_constBuffer;
|
||||
DXGI_FORMAT m_format = DXGI_FORMAT_UNKNOWN;
|
||||
double m_scaleX = 1.0;
|
||||
double m_scaleY = 1.0;
|
||||
unsigned m_width = 0;
|
||||
unsigned m_height = 0;
|
||||
|
||||
bool ParseRules(const std::wstring& value);
|
||||
const Rule * MatchRule(unsigned width, unsigned height) const;
|
||||
|
||||
public:
|
||||
const char * GetName() const override { return "Downsample"; }
|
||||
|
||||
bool Init(const ComPtr<ID3D12Device3>& device);
|
||||
|
||||
PostProcessStatus SetFormat(const ComPtr<ID3D12Device3>& device,
|
||||
const D12FrameFormat& src, D12FrameFormat& dst) override;
|
||||
|
||||
void AdjustDamage(RECT dirtyRects[], unsigned * nbDirtyRects) override;
|
||||
|
||||
ComPtr<ID3D12Resource> Run(const ComPtr<ID3D12Device3>& device,
|
||||
const ComPtr<ID3D12GraphicsCommandList>& commandList,
|
||||
const ComPtr<ID3D12Resource>& src, RECT dirtyRects[],
|
||||
unsigned * nbDirtyRects) override;
|
||||
};
|
||||
152
idd/LGIdd/effect/CHDR16to10Effect.cpp
Normal file
152
idd/LGIdd/effect/CHDR16to10Effect.cpp
Normal file
@@ -0,0 +1,152 @@
|
||||
/**
|
||||
* Looking Glass
|
||||
* Copyright © 2017-2026 The Looking Glass Authors
|
||||
* https://looking-glass.io
|
||||
*
|
||||
* This program is free software; you can redistribute it and/or modify it
|
||||
* under the terms of the GNU General Public License as published by the Free
|
||||
* Software Foundation; either version 2 of the License, or (at your option)
|
||||
* any later version.
|
||||
*/
|
||||
|
||||
#include "CHDR16to10Effect.h"
|
||||
|
||||
#include "CDebug.h"
|
||||
|
||||
#include <cstring>
|
||||
|
||||
using namespace PostProcessUtil;
|
||||
|
||||
bool CHDR16to10Effect::Init(const ComPtr<ID3D12Device3>& device)
|
||||
{
|
||||
D3D12_DESCRIPTOR_RANGE ranges[3] = {};
|
||||
ranges[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV;
|
||||
ranges[0].NumDescriptors = 1;
|
||||
ranges[0].BaseShaderRegister = 0;
|
||||
ranges[0].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
|
||||
ranges[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
|
||||
ranges[1].NumDescriptors = 1;
|
||||
ranges[1].BaseShaderRegister = 0;
|
||||
ranges[1].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
|
||||
ranges[2].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
|
||||
ranges[2].NumDescriptors = 1;
|
||||
ranges[2].BaseShaderRegister = 0;
|
||||
ranges[2].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
|
||||
|
||||
const char * shader =
|
||||
"cbuffer Constants : register(b0)\n"
|
||||
"{\n"
|
||||
" float SDRWhiteLevel;\n"
|
||||
"};\n"
|
||||
"Texture2D<float4> src : register(t0);\n"
|
||||
"RWTexture2D<float4> dst : register(u0);\n"
|
||||
"[numthreads(" POST_PROCESS_THREADS_STR ", " POST_PROCESS_THREADS_STR ", 1)]\n"
|
||||
"void main(uint3 dt : SV_DispatchThreadID)\n"
|
||||
"{\n"
|
||||
" dst[dt.xy] = float4(src[dt.xy].rgb * SDRWhiteLevel, src[dt.xy].a);\n"
|
||||
"}\n";
|
||||
|
||||
if (!InitCompute(device, ranges, ARRAYSIZE(ranges), nullptr, 0, shader))
|
||||
return false;
|
||||
|
||||
D3D12_HEAP_PROPERTIES heapProps = {};
|
||||
heapProps.Type = D3D12_HEAP_TYPE_UPLOAD;
|
||||
|
||||
D3D12_RESOURCE_DESC desc = {};
|
||||
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
|
||||
desc.Width = AlignTo(sizeof(m_consts),
|
||||
(size_t)D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT);
|
||||
desc.Height = 1;
|
||||
desc.DepthOrArraySize = 1;
|
||||
desc.MipLevels = 1;
|
||||
desc.SampleDesc.Count = 1;
|
||||
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
|
||||
|
||||
HRESULT hr = device->CreateCommittedResource(&heapProps,
|
||||
D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ,
|
||||
nullptr, IID_PPV_ARGS(&m_constBuffer));
|
||||
if (FAILED(hr))
|
||||
{
|
||||
DEBUG_ERROR_HR(hr, "Failed to create HDR16to10 constant buffer");
|
||||
return false;
|
||||
}
|
||||
|
||||
void * data = nullptr;
|
||||
D3D12_RANGE readRange = { 0, 0 };
|
||||
hr = m_constBuffer->Map(0, &readRange, &data);
|
||||
if (FAILED(hr))
|
||||
return false;
|
||||
std::memcpy(data, &m_consts, sizeof(m_consts));
|
||||
m_constBuffer->Unmap(0, nullptr);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
PostProcessStatus CHDR16to10Effect::SetFormat(
|
||||
const ComPtr<ID3D12Device3>& device,
|
||||
const D12FrameFormat& src, D12FrameFormat& dst)
|
||||
{
|
||||
if (src.desc.Format != DXGI_FORMAT_R16G16B16A16_FLOAT || !src.hdr)
|
||||
return PostProcessStatus::BYPASS_EFFECT;
|
||||
|
||||
D3D12_RESOURCE_DESC desc = src.desc;
|
||||
desc.Format = DXGI_FORMAT_R10G10B10A2_UNORM;
|
||||
desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
|
||||
|
||||
if (!CreateDefaultTexture(device, desc, m_dst))
|
||||
return PostProcessStatus::FAILED;
|
||||
|
||||
m_threadsX = ((unsigned)desc.Width + (Threads - 1)) / Threads;
|
||||
m_threadsY = ((unsigned)desc.Height + (Threads - 1)) / Threads;
|
||||
|
||||
dst.desc = desc;
|
||||
dst.format = FRAME_TYPE_RGBA10;
|
||||
dst.hdr = true;
|
||||
dst.hdrPQ = false;
|
||||
return PostProcessStatus::SUCCESS;
|
||||
}
|
||||
|
||||
ComPtr<ID3D12Resource> CHDR16to10Effect::Run(
|
||||
const ComPtr<ID3D12Device3>& device,
|
||||
const ComPtr<ID3D12GraphicsCommandList>& commandList,
|
||||
const ComPtr<ID3D12Resource>& src, RECT dirtyRects[],
|
||||
unsigned * nbDirtyRects)
|
||||
{
|
||||
UNREFERENCED_PARAMETER(dirtyRects);
|
||||
UNREFERENCED_PARAMETER(nbDirtyRects);
|
||||
|
||||
TransitionDst(commandList, D3D12_RESOURCE_STATE_COPY_SOURCE,
|
||||
D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
|
||||
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE handle =
|
||||
m_descHeap->GetCPUDescriptorHandleForHeapStart();
|
||||
const UINT inc = device->GetDescriptorHandleIncrementSize(
|
||||
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
|
||||
|
||||
D3D12_CONSTANT_BUFFER_VIEW_DESC cbvDesc = {};
|
||||
cbvDesc.BufferLocation = m_constBuffer->GetGPUVirtualAddress();
|
||||
cbvDesc.SizeInBytes = (UINT)AlignTo(sizeof(m_consts),
|
||||
(size_t)D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT);
|
||||
device->CreateConstantBufferView(&cbvDesc, handle);
|
||||
handle.ptr += inc;
|
||||
|
||||
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
|
||||
srvDesc.Format = DXGI_FORMAT_R16G16B16A16_FLOAT;
|
||||
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
|
||||
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
|
||||
srvDesc.Texture2D.MipLevels = 1;
|
||||
device->CreateShaderResourceView(src.Get(), &srvDesc, handle);
|
||||
handle.ptr += inc;
|
||||
|
||||
D3D12_UNORDERED_ACCESS_VIEW_DESC uavDesc = {};
|
||||
uavDesc.Format = DXGI_FORMAT_R10G10B10A2_UNORM;
|
||||
uavDesc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
|
||||
device->CreateUnorderedAccessView(m_dst.Get(), nullptr, &uavDesc, handle);
|
||||
|
||||
Bind(commandList);
|
||||
commandList->Dispatch(m_threadsX, m_threadsY, 1);
|
||||
|
||||
TransitionDst(commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
|
||||
D3D12_RESOURCE_STATE_COPY_SOURCE);
|
||||
return m_dst;
|
||||
}
|
||||
37
idd/LGIdd/effect/CHDR16to10Effect.h
Normal file
37
idd/LGIdd/effect/CHDR16to10Effect.h
Normal file
@@ -0,0 +1,37 @@
|
||||
/**
|
||||
* Looking Glass
|
||||
* Copyright © 2017-2026 The Looking Glass Authors
|
||||
* https://looking-glass.io
|
||||
*
|
||||
* This program is free software; you can redistribute it and/or modify it
|
||||
* under the terms of the GNU General Public License as published by the Free
|
||||
* Software Foundation; either version 2 of the License, or (at your option)
|
||||
* any later version.
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CComputeEffect.h"
|
||||
|
||||
class CHDR16to10Effect : public CComputeEffect
|
||||
{
|
||||
private:
|
||||
struct Consts
|
||||
{
|
||||
float SDRWhiteLevel;
|
||||
} m_consts = { 1.0f };
|
||||
ComPtr<ID3D12Resource> m_constBuffer;
|
||||
|
||||
public:
|
||||
const char * GetName() const override { return "HDR16to10"; }
|
||||
|
||||
bool Init(const ComPtr<ID3D12Device3>& device);
|
||||
|
||||
PostProcessStatus SetFormat(const ComPtr<ID3D12Device3>& device,
|
||||
const D12FrameFormat& src, D12FrameFormat& dst) override;
|
||||
|
||||
ComPtr<ID3D12Resource> Run(const ComPtr<ID3D12Device3>& device,
|
||||
const ComPtr<ID3D12GraphicsCommandList>& commandList,
|
||||
const ComPtr<ID3D12Resource>& src, RECT dirtyRects[],
|
||||
unsigned * nbDirtyRects) override;
|
||||
};
|
||||
123
idd/LGIdd/effect/CRGB24Effect.cpp
Normal file
123
idd/LGIdd/effect/CRGB24Effect.cpp
Normal file
@@ -0,0 +1,123 @@
|
||||
/**
|
||||
* Looking Glass
|
||||
* Copyright © 2017-2026 The Looking Glass Authors
|
||||
* https://looking-glass.io
|
||||
*
|
||||
* This program is free software; you can redistribute it and/or modify it
|
||||
* under the terms of the GNU General Public License as published by the Free
|
||||
* Software Foundation; either version 2 of the License, or (at your option)
|
||||
* any later version.
|
||||
*/
|
||||
|
||||
#include "CRGB24Effect.h"
|
||||
|
||||
#include "../CSettings.h"
|
||||
|
||||
using namespace PostProcessUtil;
|
||||
|
||||
bool CRGB24Effect::Init(const ComPtr<ID3D12Device3>& device)
|
||||
{
|
||||
if (!g_settings.ReadBoolValue(L"AllowRGB24", false))
|
||||
return false;
|
||||
|
||||
D3D12_DESCRIPTOR_RANGE ranges[2] = {};
|
||||
ranges[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
|
||||
ranges[0].NumDescriptors = 1;
|
||||
ranges[0].BaseShaderRegister = 0;
|
||||
ranges[0].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
|
||||
ranges[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
|
||||
ranges[1].NumDescriptors = 1;
|
||||
ranges[1].BaseShaderRegister = 0;
|
||||
ranges[1].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
|
||||
|
||||
const char * shader =
|
||||
"Texture2D <float4> src : register(t0);\n"
|
||||
"RWTexture2D<float4> dst : register(u0);\n"
|
||||
"[numthreads(" POST_PROCESS_THREADS_STR ", " POST_PROCESS_THREADS_STR ", 1)]\n"
|
||||
"void main(uint3 dt : SV_DispatchThreadID)\n"
|
||||
"{\n"
|
||||
" uint fstInputX = (dt.x * 4) / 3;\n"
|
||||
" float4 color0 = src[uint2(fstInputX, dt.y)];\n"
|
||||
" uint sndInputX = fstInputX + 1;\n"
|
||||
" float4 color3 = src[uint2(sndInputX, dt.y)];\n"
|
||||
" uint xmod3 = dt.x % 3;\n"
|
||||
" float4 color1 = xmod3 <= 1 ? color0 : color3;\n"
|
||||
" float4 color2 = xmod3 == 0 ? color0 : color3;\n"
|
||||
" float b = color0.bgr[xmod3];\n"
|
||||
" float g = color1.grb[xmod3];\n"
|
||||
" float r = color2.rbg[xmod3];\n"
|
||||
" float a = color3.bgr[xmod3];\n"
|
||||
" dst[dt.xy] = float4(r, g, b, a);\n"
|
||||
"}\n";
|
||||
|
||||
return InitCompute(device, ranges, ARRAYSIZE(ranges), nullptr, 0, shader);
|
||||
}
|
||||
|
||||
PostProcessStatus CRGB24Effect::SetFormat(const ComPtr<ID3D12Device3>& device,
|
||||
const D12FrameFormat& src, D12FrameFormat& dst)
|
||||
{
|
||||
if (src.desc.Format != DXGI_FORMAT_B8G8R8A8_UNORM)
|
||||
return PostProcessStatus::BYPASS_EFFECT;
|
||||
|
||||
const unsigned packedPitch = AlignTo((unsigned)src.desc.Width * 3, 4u);
|
||||
D3D12_RESOURCE_DESC desc = src.desc;
|
||||
desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
|
||||
desc.Width = AlignTo(packedPitch / 4, 64u);
|
||||
desc.Height = ((unsigned)src.desc.Width * src.desc.Height) / (packedPitch / 3);
|
||||
desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
|
||||
|
||||
if (!CreateDefaultTexture(device, desc, m_dst))
|
||||
return PostProcessStatus::FAILED;
|
||||
|
||||
m_threadsX = ((unsigned)desc.Width + (Threads - 1)) / Threads;
|
||||
m_threadsY = ((unsigned)desc.Height + (Threads - 1)) / Threads;
|
||||
|
||||
dst.desc = desc;
|
||||
dst.format = FRAME_TYPE_BGR_32;
|
||||
return PostProcessStatus::SUCCESS;
|
||||
}
|
||||
|
||||
ComPtr<ID3D12Resource> CRGB24Effect::Run(const ComPtr<ID3D12Device3>& device,
|
||||
const ComPtr<ID3D12GraphicsCommandList>& commandList,
|
||||
const ComPtr<ID3D12Resource>& src, RECT dirtyRects[],
|
||||
unsigned * nbDirtyRects)
|
||||
{
|
||||
UNREFERENCED_PARAMETER(dirtyRects);
|
||||
UNREFERENCED_PARAMETER(nbDirtyRects);
|
||||
|
||||
TransitionDst(commandList, D3D12_RESOURCE_STATE_COPY_SOURCE,
|
||||
D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
|
||||
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE handle =
|
||||
m_descHeap->GetCPUDescriptorHandleForHeapStart();
|
||||
const UINT inc = device->GetDescriptorHandleIncrementSize(
|
||||
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
|
||||
|
||||
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
|
||||
srvDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
|
||||
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
|
||||
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
|
||||
srvDesc.Texture2D.MipLevels = 1;
|
||||
device->CreateShaderResourceView(src.Get(), &srvDesc, handle);
|
||||
handle.ptr += inc;
|
||||
|
||||
D3D12_UNORDERED_ACCESS_VIEW_DESC uavDesc = {};
|
||||
uavDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
|
||||
uavDesc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
|
||||
device->CreateUnorderedAccessView(m_dst.Get(), nullptr, &uavDesc, handle);
|
||||
|
||||
Bind(commandList);
|
||||
commandList->Dispatch(m_threadsX, m_threadsY, 1);
|
||||
|
||||
TransitionDst(commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
|
||||
D3D12_RESOURCE_STATE_COPY_SOURCE);
|
||||
|
||||
for (RECT * rect = dirtyRects; rect < dirtyRects + *nbDirtyRects; ++rect)
|
||||
{
|
||||
unsigned width = rect->right - rect->left;
|
||||
rect->left = (rect->left * 3) / 4;
|
||||
rect->right = rect->left + (width * 3 + 3) / 4;
|
||||
}
|
||||
|
||||
return m_dst;
|
||||
}
|
||||
30
idd/LGIdd/effect/CRGB24Effect.h
Normal file
30
idd/LGIdd/effect/CRGB24Effect.h
Normal file
@@ -0,0 +1,30 @@
|
||||
/**
|
||||
* Looking Glass
|
||||
* Copyright © 2017-2026 The Looking Glass Authors
|
||||
* https://looking-glass.io
|
||||
*
|
||||
* This program is free software; you can redistribute it and/or modify it
|
||||
* under the terms of the GNU General Public License as published by the Free
|
||||
* Software Foundation; either version 2 of the License, or (at your option)
|
||||
* any later version.
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CComputeEffect.h"
|
||||
|
||||
class CRGB24Effect : public CComputeEffect
|
||||
{
|
||||
public:
|
||||
const char * GetName() const override { return "RGB24"; }
|
||||
|
||||
bool Init(const ComPtr<ID3D12Device3>& device);
|
||||
|
||||
PostProcessStatus SetFormat(const ComPtr<ID3D12Device3>& device,
|
||||
const D12FrameFormat& src, D12FrameFormat& dst) override;
|
||||
|
||||
ComPtr<ID3D12Resource> Run(const ComPtr<ID3D12Device3>& device,
|
||||
const ComPtr<ID3D12GraphicsCommandList>& commandList,
|
||||
const ComPtr<ID3D12Resource>& src, RECT dirtyRects[],
|
||||
unsigned * nbDirtyRects) override;
|
||||
};
|
||||
Reference in New Issue
Block a user