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[dxgi] cache the input shader resource view of the src texture
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52410beea7
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@ -54,8 +54,10 @@ extern const DXGIPostProcess DXGIPP_SDRWhiteLevel;
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typedef struct
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{
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const DXGIPostProcess * pp;
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void * opaque;
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ID3D11Texture2D * src;
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ID3D11ShaderResourceView * srv;
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const DXGIPostProcess * pp;
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void * opaque;
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}
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PostProcessInstance;
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@ -1336,7 +1338,42 @@ static ID3D11Texture2D * ppRun(Texture * tex, ID3D11Texture2D * src)
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{
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PostProcessInstance * inst;
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vector_forEachRef(inst, &tex->pp)
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src = inst->pp->run(inst->opaque, src);
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{
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// if the srv exists and the src has changed, release it
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if (inst->src != src && inst->srv)
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{
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ID3D11ShaderResourceView_Release(inst->srv);
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inst->srv = NULL;
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}
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// if the srv is not set, create one
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if (!inst->srv)
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{
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D3D11_TEXTURE2D_DESC desc;
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ID3D11Texture2D_GetDesc(src, &desc);
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const D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc =
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{
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.Format = desc.Format,
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.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D,
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.Texture2D.MipLevels = 1
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};
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HRESULT status = ID3D11Device_CreateShaderResourceView(
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*this->device, (ID3D11Resource *)src, &srvDesc, &inst->srv);
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to create the source resource view", status);
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continue;
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}
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inst->src = src;
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}
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// run the post processor
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src = inst->pp->run(inst->opaque, inst->srv);
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}
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return src;
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}
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@ -1352,6 +1389,9 @@ static void ppFreeAll(void)
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PostProcessInstance * inst;
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vector_forEachRef(inst, &tex->pp)
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{
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if(inst->srv)
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ID3D11ShaderResourceView_Release(inst->srv);
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inst->pp->free(inst->opaque);
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if (i == this->maxTextures - 1)
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inst->pp->finish();
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@ -43,7 +43,7 @@ typedef struct
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bool shareable);
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/* perform the processing */
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ID3D11Texture2D * (*run)(void * opaque, ID3D11Texture2D * src);
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ID3D11Texture2D * (*run)(void * opaque, ID3D11ShaderResourceView * srv);
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/* instance destruction */
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void (*free)(void * opaque);
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@ -313,40 +313,19 @@ static void updateConsts(void)
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0, NULL, &consts, 0, 0);
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}
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static ID3D11Texture2D * sdrWhiteLevel_run(void * opaque, ID3D11Texture2D * src)
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static ID3D11Texture2D * sdrWhiteLevel_run(void * opaque,
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ID3D11ShaderResourceView * srv)
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{
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comRef_scopePush();
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ID3D11Texture2D * result = NULL;
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SDRWhiteLevelInst * inst = (SDRWhiteLevelInst *)opaque;
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HRESULT status;
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updateConsts();
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// setup the pixel shader input resource view
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comRef_defineLocal(ID3D11ShaderResourceView, inputSRV);
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D3D11_TEXTURE2D_DESC desc;
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ID3D11Texture2D_GetDesc(src, &desc);
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const D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc =
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{
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.Format = desc.Format,
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.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D,
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.Texture2D.MipLevels = 1
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};
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status = ID3D11Device_CreateShaderResourceView(
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*this.device, (ID3D11Resource *)src, &srvDesc, inputSRV);
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to create the source resource view", status);
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goto exit;
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}
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// set the vertex and pixel shader
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ID3D11DeviceContext_VSSetShader(*this.context, *this.vshader, NULL, 0);
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ID3D11DeviceContext_PSSetShader(*this.context, *this.pshader, NULL, 0);
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// set the pixel shader resources
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ID3D11DeviceContext_PSSetShaderResources(*this.context, 0, 1, inputSRV );
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ID3D11DeviceContext_PSSetShaderResources(*this.context, 0, 1, &srv );
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ID3D11DeviceContext_PSSetSamplers (*this.context, 0, 1, this.sampler);
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ID3D11DeviceContext_PSSetConstantBuffers(*this.context, 0, 1, this.buffer );
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@ -358,11 +337,7 @@ static ID3D11Texture2D * sdrWhiteLevel_run(void * opaque, ID3D11Texture2D * src)
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ID3D11DeviceContext_Draw(*this.context, 4, 0);
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result = *inst->tex;
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exit:
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comRef_scopePop();
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return result;
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return *inst->tex;
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}
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DXGIPostProcess DXGIPP_SDRWhiteLevel =
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