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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
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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