mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-11-10 00:28:20 +00:00
[host] dxgi: implement downsampling to arbitrary sizes
This commit is contained in:
parent
30c577beeb
commit
5f613b09d6
@ -9,6 +9,7 @@ add_library(capture_DXGI STATIC
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src/util.c
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src/com_ref.c
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src/pp/downsample.c
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src/pp/sdrwhitelevel.c
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src/pp/rgb24.c
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)
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@ -20,7 +20,6 @@
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#include "interface/capture.h"
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#include "interface/platform.h"
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#include "downsample_parser.h"
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#include "common/array.h"
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#include "common/debug.h"
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#include "common/windebug.h"
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@ -32,6 +31,7 @@
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#include "common/KVMFR.h"
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#include "common/vector.h"
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#include <math.h>
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#include <stdatomic.h>
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#include <unistd.h>
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#include <dxgi.h>
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@ -51,9 +51,17 @@
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#define LOCKED(...) INTERLOCKED_SECTION(this->deviceContextLock, __VA_ARGS__)
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//post processers
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extern const DXGIPostProcess DXGIPP_Downsample;
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extern const DXGIPostProcess DXGIPP_SDRWhiteLevel;
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extern const DXGIPostProcess DXGIPP_RGB24;
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const DXGIPostProcess * postProcessors[] =
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{
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&DXGIPP_Downsample,
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&DXGIPP_SDRWhiteLevel,
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&DXGIPP_RGB24
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};
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typedef struct
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{
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ID3D11Texture2D * src;
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@ -81,6 +89,7 @@ static struct DXGICopyBackend * backends[] = {
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static bool dxgi_deinit(void);
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static CaptureResult dxgi_releaseFrame(void);
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static void ppEarlyInit(void);
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static bool ppInit(const DXGIPostProcess * pp, bool shareable);
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static ID3D11Texture2D * ppRun(Texture * tex, ID3D11Texture2D * src,
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int * width, int * height,
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@ -119,7 +128,6 @@ static void dxgi_initOptions(void)
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.type = OPTION_TYPE_STRING,
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.value.x_string = NULL
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},
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DOWNSAMPLE_PARSER("dxgi"),
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{
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.module = "dxgi",
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.name = "maxTextures",
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@ -173,6 +181,7 @@ static void dxgi_initOptions(void)
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};
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option_register(options);
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ppEarlyInit();
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}
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static bool dxgi_create(CaptureGetPointerBuffer getPointerBufferFn, CapturePostPointerBuffer postPointerBufferFn)
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@ -693,14 +702,6 @@ static bool dxgi_init(void)
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this->outputWidth = this->width;
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this->outputHeight = this->height;
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DownsampleRule * rule = downsampleRule_match(this->width, this->height);
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if (rule)
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{
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this->outputWidth = rule->targetX;
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this->outputHeight = rule->targetY;
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}
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DEBUG_INFO("Request Size : %u x %u", this->outputWidth, this->outputHeight);
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const char * copyBackend = option_get_string("dxgi", "copyBackend");
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for (int i = 0; i < ARRAY_LENGTH(backends); ++i)
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@ -738,6 +739,13 @@ static bool dxgi_init(void)
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if (!initVertexShader())
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goto fail;
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if (!ppInit(&DXGIPP_Downsample,
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this->backend != ©BackendD3D11 && !this->hdr))
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{
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DEBUG_ERROR("Failed to intiailize the downsample post processor");
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goto fail;
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}
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// if HDR add the SDRWhiteLevel post processor to correct the output
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if (this->hdr)
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{
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@ -856,10 +864,10 @@ static void rectToFrameDamageRect(RECT * src, FrameDamageRect * dst)
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{
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*dst = (FrameDamageRect)
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{
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.x = src->left ,
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.y = src->top ,
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.width = (src->right - src->left),
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.height = (src->bottom - src->top)
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.x = floor((double)src->left * this->scaleX),
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.y = floor((double)src->top * this->scaleY),
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.width = ceil ((double)(src->right - src->left) * this->scaleX),
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.height = ceil ((double)(src->bottom - src->top) * this->scaleY)
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};
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}
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@ -917,10 +925,12 @@ static void computeFrameDamage(Texture * tex)
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*texDamageRect++ = (FrameDamageRect)
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{
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.x = moveRect->SourcePoint.x,
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.y = moveRect->SourcePoint.y,
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.width = moveRect->DestinationRect.right - moveRect->DestinationRect.left,
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.height = moveRect->DestinationRect.bottom - moveRect->DestinationRect.top
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.x = floor((double)moveRect->SourcePoint.x * this->scaleX),
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.y = floor((double)moveRect->SourcePoint.y * this->scaleY),
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.width = ceil((double)(moveRect->DestinationRect.right -
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moveRect->DestinationRect.left) * this->scaleX),
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.height = ceil((double)(moveRect->DestinationRect.bottom -
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moveRect->DestinationRect.top ) * this->scaleY)
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};
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rectToFrameDamageRect(&moveRect->DestinationRect, texDamageRect++);
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@ -1038,14 +1048,6 @@ static CaptureResult dxgi_capture(void)
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{
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if (copyFrame)
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{
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if (this->useAcquireLock)
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{
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LOCKED({ computeFrameDamage(tex); });
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}
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else
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computeFrameDamage(tex);
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computeTexDamage(tex);
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// run any postprocessors
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int width = this->width;
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int height = this->height;
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@ -1114,8 +1116,20 @@ static CaptureResult dxgi_capture(void)
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this->dataHeight = rows;
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this->pitch = pitch;
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this->stride = pitch / this->bpp;
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this->scaleX = (double)width / this->width;
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this->scaleY = (double)height / this->height;
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}
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// compute the frame damage
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if (this->useAcquireLock)
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{
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LOCKED({ computeFrameDamage(tex); });
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}
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else
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computeFrameDamage(tex);
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computeTexDamage(tex);
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if (!this->backend->copyFrame(tex, dst))
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{
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result = CAPTURE_RESULT_ERROR;
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@ -1380,6 +1394,13 @@ static CaptureResult dxgi_releaseFrame(void)
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return CAPTURE_RESULT_OK;
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}
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static void ppEarlyInit(void)
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{
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for(int i = 0; i < ARRAY_LENGTH(postProcessors); ++i)
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if (postProcessors[i]->earlyInit)
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postProcessors[i]->earlyInit();
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}
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static bool ppInit(const DXGIPostProcess * pp, bool shareable)
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{
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if (!pp->setup(this->device, this->deviceContext, this->output, shareable))
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@ -1448,7 +1469,7 @@ static ID3D11Texture2D * ppRun(Texture * tex, ID3D11Texture2D * src,
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format))
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{
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LG_UNLOCK(this->deviceContextLock);
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DEBUG_ERROR("setFormat failed on a post processor");
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DEBUG_ERROR("setFormat failed on a post processor (%s)", inst->pp->name);
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return NULL;
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}
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@ -1476,15 +1497,8 @@ static ID3D11Texture2D * ppRun(Texture * tex, ID3D11Texture2D * src,
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// run the post processor
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ID3D11Texture2D * out = inst->pp->run(inst->opaque, inst->srv);
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// if the post processor failed
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// if the post processor does nothing, just continue
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if (!out)
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{
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LG_UNLOCK(this->deviceContextLock);
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return NULL;
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}
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// if the post processor did nothing, just continue
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if (out == src)
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{
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LG_UNLOCK(this->deviceContextLock);
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continue;
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@ -1495,6 +1509,11 @@ static ID3D11Texture2D * ppRun(Texture * tex, ID3D11Texture2D * src,
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*this->deviceContext, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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ID3D11DeviceContext_Draw(*this->deviceContext, 4, 0);
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// unset the target render view
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static ID3D11RenderTargetView * nullTarget = NULL;
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ID3D11DeviceContext_OMSetRenderTargets(
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*this->deviceContext, 1, &nullTarget, NULL);
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// the output is now the input
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src = out;
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LG_UNLOCK(this->deviceContextLock);
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@ -48,7 +48,7 @@ typedef struct Texture
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uint64_t copyTime;
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uint32_t damageRectsCount;
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FrameDamageRect damageRects[KVMFR_MAX_DAMAGE_RECTS];
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int32_t texDamageCount;
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int texDamageCount;
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FrameDamageRect texDamageRects[KVMFR_MAX_DAMAGE_RECTS];
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// post processing
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@ -109,6 +109,7 @@ struct DXGIInterface
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unsigned int stride;
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unsigned int padding;
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unsigned int bpp;
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double scaleX, scaleY;
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CaptureFormat format, outputFormat;
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CaptureRotation rotation;
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host/platform/Windows/capture/DXGI/src/pp/downsample.c
Normal file
271
host/platform/Windows/capture/DXGI/src/pp/downsample.c
Normal file
@ -0,0 +1,271 @@
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/**
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* Looking Glass
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* Copyright © 2017-2023 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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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program; if not, write to the Free Software Foundation, Inc., 59
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* Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "pp.h"
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#include "com_ref.h"
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#include "util.h"
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#include "downsample_parser.h"
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#include "common/debug.h"
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#include "common/windebug.h"
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#include <math.h>
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typedef struct Downsample
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{
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ID3D11Device ** device;
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ID3D11DeviceContext ** context;
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bool shareable;
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bool disabled;
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int width , height;
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ID3D11SamplerState ** sampler;
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ID3D11PixelShader ** pshader;
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}
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Downsample;
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static Downsample this = {0};
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typedef struct
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{
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ID3D11Texture2D ** tex;
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ID3D11RenderTargetView ** target;
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}
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DownsampleInst;
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static void downsample_earlyInit(void)
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{
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struct Option options[] =
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{
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DOWNSAMPLE_PARSER("dxgi"),
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{0}
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};
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option_register(options);
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}
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static bool downsample_setup(
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ID3D11Device ** device,
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ID3D11DeviceContext ** context,
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IDXGIOutput ** output,
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bool shareable
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)
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{
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this.device = device;
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this.context = context;
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this.shareable = shareable;
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return true;
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}
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static void downsample_finish(void)
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{
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memset(&this, 0, sizeof(this));
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}
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static bool downsample_configure(void * opaque,
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int * width, int * height,
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int * cols , int * rows ,
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CaptureFormat * format)
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{
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DownsampleInst * inst = (DownsampleInst *)opaque;
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if (*format == CAPTURE_FMT_BGR)
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this.disabled = true;
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if (this.disabled)
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return true;
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HRESULT status;
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comRef_scopePush();
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if (!this.pshader)
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{
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DownsampleRule * rule = downsampleRule_match(*width, *height);
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if (!rule || (rule->targetX == *width && rule->targetY == *height))
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{
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this.disabled = true;
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return true;
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}
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this.width = rule->targetX;
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this.height = rule->targetY;
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DEBUG_INFO("Downsampling to: %u x %u", this.width, this.height);
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static const char * pshaderSrc =
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"Texture2D gInputTexture : register(t0);\n"
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"SamplerState gSamplerState : register(s0);\n"
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"\n"
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"float4 main(\n"
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" float4 position : SV_POSITION,\n"
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" float2 texCoord : TEXCOORD0) : SV_TARGET"
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"{\n"
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" return gInputTexture.Sample(gSamplerState, texCoord);\n"
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"}\n";
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comRef_defineLocal(ID3DBlob, byteCode);
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if (!compileShader(byteCode, "main", "ps_5_0", pshaderSrc, NULL))
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goto fail;
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comRef_defineLocal(ID3D11PixelShader, pshader);
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HRESULT status = ID3D11Device_CreatePixelShader(
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*this.device,
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ID3D10Blob_GetBufferPointer(*byteCode),
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ID3D10Blob_GetBufferSize (*byteCode),
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NULL,
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pshader);
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to create the pixel shader", status);
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goto fail;
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}
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const D3D11_SAMPLER_DESC samplerDesc =
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{
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.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR,
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.AddressU = D3D11_TEXTURE_ADDRESS_WRAP,
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.AddressV = D3D11_TEXTURE_ADDRESS_WRAP,
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.AddressW = D3D11_TEXTURE_ADDRESS_WRAP,
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.ComparisonFunc = D3D11_COMPARISON_NEVER,
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.MinLOD = 0,
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.MaxLOD = D3D11_FLOAT32_MAX
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};
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comRef_defineLocal(ID3D11SamplerState, sampler);
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status = ID3D11Device_CreateSamplerState(*this.device, &samplerDesc, sampler);
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to create the sampler state", status);
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goto fail;
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}
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comRef_toGlobal(this.pshader, pshader);
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comRef_toGlobal(this.sampler, sampler);
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}
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D3D11_TEXTURE2D_DESC texDesc =
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{
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.Width = this.width,
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.Height = this.height,
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.MipLevels = 1,
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.ArraySize = 1,
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.SampleDesc.Count = 1,
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.SampleDesc.Quality = 0,
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.Usage = D3D11_USAGE_DEFAULT,
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.Format = DXGI_FORMAT_B8G8R8A8_UNORM,
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.BindFlags = D3D11_BIND_RENDER_TARGET |
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D3D11_BIND_SHADER_RESOURCE,
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.CPUAccessFlags = 0,
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.MiscFlags = 0
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};
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// allow texture sharing with other backends
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if (this.shareable)
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texDesc.MiscFlags |=
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D3D11_RESOURCE_MISC_SHARED |
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D3D11_RESOURCE_MISC_SHARED_NTHANDLE;
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comRef_defineLocal(ID3D11Texture2D, tex);
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status = ID3D11Device_CreateTexture2D(
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*this.device, &texDesc, NULL, tex);
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to create the output texture", status);
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goto fail;
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}
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comRef_defineLocal(ID3D11RenderTargetView, target);
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status = ID3D11Device_CreateRenderTargetView(
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*this.device, *(ID3D11Resource **)tex, NULL, target);
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if (FAILED(status))
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{
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DEBUG_WINERROR("Failed to create the render target view", status);
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goto fail;
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}
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*width = *cols = this.width;
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*height = *rows = this.height;
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comRef_toGlobal(inst->tex , tex );
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comRef_toGlobal(inst->target , target );
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comRef_scopePop();
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return true;
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fail:
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comRef_scopePop();
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return false;
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}
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static bool downsample_init(void ** opaque)
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{
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DownsampleInst * inst = (DownsampleInst *)calloc(1, sizeof(*inst));
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if (!inst)
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{
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DEBUG_ERROR("Failed to allocate memory");
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return false;
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}
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*opaque = inst;
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return true;
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}
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static void downsample_free(void * opaque)
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{
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DownsampleInst * inst = (DownsampleInst *)opaque;
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comRef_release(inst->target);
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comRef_release(inst->tex );
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free(inst);
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}
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static ID3D11Texture2D * downsample_run(void * opaque,
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ID3D11ShaderResourceView * srv)
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{
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if (this.disabled)
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return NULL;
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DownsampleInst * inst = (DownsampleInst *)opaque;
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// set the pixel shader & resources
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ID3D11DeviceContext_PSSetShader(*this.context, *this.pshader, NULL, 0);
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ID3D11DeviceContext_PSSetSamplers (*this.context, 0, 1, this.sampler);
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ID3D11DeviceContext_PSSetShaderResources(*this.context, 0, 1, &srv);
|
||||
|
||||
// set the render target
|
||||
ID3D11DeviceContext_OMSetRenderTargets(*this.context, 1, inst->target, NULL);
|
||||
|
||||
return *inst->tex;
|
||||
}
|
||||
|
||||
DXGIPostProcess DXGIPP_Downsample =
|
||||
{
|
||||
.name = "Downsample",
|
||||
.earlyInit = downsample_earlyInit,
|
||||
.setup = downsample_setup,
|
||||
.init = downsample_init,
|
||||
.free = downsample_free,
|
||||
.configure = downsample_configure,
|
||||
.run = downsample_run,
|
||||
.finish = downsample_finish
|
||||
};
|
Loading…
Reference in New Issue
Block a user