mirror of
https://github.com/gnif/LookingGlass.git
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[host] d12: implement initial RGB24 support
This commit is contained in:
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4076377820
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60b01566e1
@ -21,6 +21,8 @@
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#ifndef _H_LG_COMMON_UTIL_
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#define _H_LG_COMMON_UTIL_
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#include <stddef.h>
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#ifndef min
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#define min(a,b) ({ __typeof__ (a) _a = (a); __typeof__ (b) _b = (b); \
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_a < _b ? _a : _b; })
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@ -43,4 +45,7 @@
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#define unlikely(expr) __builtin_expect(!!(expr), 0)
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#define likely(expr) __builtin_expect(!!(expr), 1)
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#define _STR(x) #x
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#define STR(x) _STR(x)
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#endif
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@ -5,6 +5,7 @@ add_library(capture_D12 STATIC
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d12.c
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command_group.c
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backend/dd.c
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effect/rgb24.c
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)
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target_link_libraries(capture_D12
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@ -57,8 +57,8 @@ struct D12Backend
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unsigned frameBufferIndex);
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};
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static inline bool d12_backendCreate(
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D12Backend * backend, D12Backend ** instance, unsigned frameBuffers)
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static inline bool d12_backendCreate(const D12Backend * backend,
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D12Backend ** instance, unsigned frameBuffers)
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{
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if (!backend->create(instance, frameBuffers))
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return false;
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@ -90,6 +90,6 @@ static inline ID3D12Resource * d12_backendFetch(D12Backend * instance,
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// Backend defines
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extern D12Backend D12Backend_DD;
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extern const D12Backend D12Backend_DD;
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#endif
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@ -41,7 +41,11 @@
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typedef struct DDCacheInfo
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{
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D3D11_TEXTURE2D_DESC format;
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ID3D11Texture2D ** srcTex;
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/* this value is likely released, only used to check if the texture supplied
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by DD is different, do not rely on it pointing to valid memory! */
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ID3D11Texture2D * srcTex;
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ID3D12Resource ** d12Res;
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ID3D11Fence ** fence;
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ID3D12Fence ** d12Fence;
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@ -386,7 +390,10 @@ retry:
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// if this was not a frame update, go back and try again
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if (frameInfo.LastPresentTime.QuadPart == 0)
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{
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comRef_release(res);
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goto retry;
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}
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exit:
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comRef_scopePop();
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@ -605,7 +612,7 @@ static bool d12_dd_getCache(DDInstance * this,
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}
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// check for a resource match
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if (*cache->srcTex != srcTex)
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if (cache->srcTex != srcTex)
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continue;
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// check if the match is not valid
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@ -715,8 +722,8 @@ static bool d12_dd_convertResource(DDInstance * this,
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CloseHandle(sharedHandle);
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// store the details
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ID3D11Texture2D_AddRef(srcTex);
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comRef_toGlobal(cache->srcTex , &srcTex );
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cache->srcTex = srcTex;
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comRef_toGlobal(cache->d12Res , dst );
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comRef_toGlobal(cache->fence , fence );
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comRef_toGlobal(cache->d12Fence, d12Fence);
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@ -730,7 +737,7 @@ exit:
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return result;
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}
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D12Backend D12Backend_DD =
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const D12Backend D12Backend_DD =
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{
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.name = "Desktop Duplication",
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.codeName = "DD",
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@ -129,13 +129,21 @@ bool d12_commandGroupExecute(ID3D12CommandQueue * queue, D12CommandGroup * grp)
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return false;
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}
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if (ID3D12Fence_GetCompletedValue(*grp->fence) < grp->fenceValue)
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{
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ID3D12Fence_SetEventOnCompletion(*grp->fence, grp->fenceValue, grp->event);
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WaitForSingleObject(grp->event, INFINITE);
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}
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return true;
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}
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hr = ID3D12CommandAllocator_Reset(*grp->allocator);
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void d12_commandGroupWait(D12CommandGroup * grp)
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{
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if (ID3D12Fence_GetCompletedValue(*grp->fence) >= grp->fenceValue)
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return;
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ID3D12Fence_SetEventOnCompletion(*grp->fence, grp->fenceValue, grp->event);
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WaitForSingleObject(grp->event, INFINITE);
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}
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bool d12_commandGroupReset(D12CommandGroup * grp)
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{
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HRESULT hr = ID3D12CommandAllocator_Reset(*grp->allocator);
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if (FAILED(hr))
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{
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DEBUG_WINERROR("Failed to reset the command allocator", hr);
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@ -42,4 +42,8 @@ void d12_commandGroupFree(D12CommandGroup * grp);
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bool d12_commandGroupExecute(ID3D12CommandQueue * queue, D12CommandGroup * grp);
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void d12_commandGroupWait(D12CommandGroup * grp);
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bool d12_commandGroupReset(D12CommandGroup * grp);
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#endif
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@ -28,6 +28,7 @@
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#include "com_ref.h"
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#include "backend.h"
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#include "effect.h"
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#include "command_group.h"
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#include <dxgi.h>
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@ -35,30 +36,17 @@
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#include <d3dcommon.h>
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// definitions
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typedef HRESULT (*D3D12CreateDevice_t)(
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IUnknown *pAdapter,
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D3D_FEATURE_LEVEL MinimumFeatureLevel,
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REFIID riid,
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void **ppDevice
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);
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typedef HRESULT (*D3D12GetDebugInterface_t)(
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REFIID riid,
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void **ppvDebug
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);
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struct D12Interface
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{
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HMODULE d3d12;
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D3D12CreateDevice_t D3D12CreateDevice;
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D3D12GetDebugInterface_t D3D12GetDebugInterface;
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HMODULE d3d12;
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IDXGIFactory2 ** factory;
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ID3D12Device3 ** device;
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ID3D12CommandQueue ** commandQueue;
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ID3D12CommandQueue ** copyQueue;
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ID3D12CommandQueue ** computeQueue;
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D12CommandGroup copyCommand;
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D12CommandGroup computeCommand;
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void * ivshmemBase;
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ID3D12Heap ** ivshmemHeap;
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@ -67,14 +55,19 @@ struct D12Interface
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CapturePostPointerBuffer postPointerBufferFn;
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D12Backend * backend;
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D12Effect * rgb24;
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// capture format tracking
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D3D12_RESOURCE_DESC lastFormat;
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D3D12_RESOURCE_DESC captureFormat;
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unsigned formatVer;
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// output format tracking
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D3D12_RESOURCE_DESC dstFormat;
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// options
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bool debug;
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unsigned frameBufferCount;
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// must be last
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struct
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{
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@ -90,8 +83,11 @@ struct D12Interface
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// gloabls
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struct DX12 DX12 = {0};
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ComScope * d12_comScope = NULL;
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// defines
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// locals
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static struct D12Interface * this = NULL;
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@ -108,19 +104,6 @@ static ID3D12Resource * d12_frameBufferToResource(
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FrameBuffer * frameBuffer,
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unsigned size);
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// workarounds
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static D3D12_HEAP_DESC _ID3D12Heap_GetDesc(ID3D12Heap* This)
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{
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D3D12_HEAP_DESC __ret;
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return *This->lpVtbl->GetDesc(This, &__ret);
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}
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static D3D12_RESOURCE_DESC _ID3D12Resource_GetDesc(ID3D12Resource* This) {
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D3D12_RESOURCE_DESC __ret;
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return *This->lpVtbl->GetDesc(This,&__ret);
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}
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// implementation
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static const char * d12_getName(void)
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@ -154,12 +137,16 @@ static bool d12_create(
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return false;
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}
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this->D3D12CreateDevice = (D3D12CreateDevice_t)
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DX12.D3D12CreateDevice = (typeof(DX12.D3D12CreateDevice))
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GetProcAddress(this->d3d12, "D3D12CreateDevice");
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this->D3D12GetDebugInterface = (D3D12GetDebugInterface_t)
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DX12.D3D12GetDebugInterface = (typeof(DX12.D3D12GetDebugInterface))
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GetProcAddress(this->d3d12, "D3D12GetDebugInterface");
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DX12.D3D12SerializeVersionedRootSignature =
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(typeof(DX12.D3D12SerializeVersionedRootSignature))
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GetProcAddress(this->d3d12, "D3D12SerializeVersionedRootSignature");
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this->getPointerBufferFn = getPointerBufferFn;
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this->postPointerBufferFn = postPointerBufferFn;
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@ -171,6 +158,7 @@ static bool d12_create(
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return false;
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}
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this->frameBufferCount = frameBuffers;
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return true;
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}
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@ -202,7 +190,7 @@ static bool d12_init(void * ivshmemBase, unsigned * alignSize)
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if (this->debug)
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{
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comRef_defineLocal(ID3D12Debug1, debug);
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hr = this->D3D12GetDebugInterface(&IID_ID3D12Debug1, (void **)debug);
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hr = DX12.D3D12GetDebugInterface(&IID_ID3D12Debug1, (void **)debug);
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if (FAILED(hr))
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{
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DEBUG_WINERROR("D3D12GetDebugInterface", hr);
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@ -216,7 +204,7 @@ static bool d12_init(void * ivshmemBase, unsigned * alignSize)
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// create the D3D12 device
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comRef_defineLocal(ID3D12Device3, device);
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hr = this->D3D12CreateDevice(
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hr = DX12.D3D12CreateDevice(
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(IUnknown *)*adapter,
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D3D_FEATURE_LEVEL_12_0,
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&IID_ID3D12Device3,
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@ -237,10 +225,10 @@ static bool d12_init(void * ivshmemBase, unsigned * alignSize)
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.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE,
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};
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comRef_defineLocal(ID3D12CommandQueue, commandQueue);
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comRef_defineLocal(ID3D12CommandQueue, copyQueue);
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retryCreateCommandQueue:
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hr = ID3D12Device3_CreateCommandQueue(
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*device, &queueDesc, &IID_ID3D12CommandQueue, (void **)commandQueue);
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*device, &queueDesc, &IID_ID3D12CommandQueue, (void **)copyQueue);
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if (FAILED(hr))
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{
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if (queueDesc.Priority == D3D12_COMMAND_QUEUE_PRIORITY_GLOBAL_REALTIME)
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@ -250,15 +238,37 @@ retryCreateCommandQueue:
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goto retryCreateCommandQueue;
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}
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DEBUG_WINERROR("Failed to create ID3D12CommandQueue", hr);
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DEBUG_WINERROR("Failed to create ID3D12CommandQueue (copy)", hr);
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goto exit;
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}
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ID3D12CommandQueue_SetName(*commandQueue, L"Command Queue");
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ID3D12CommandQueue_SetName(*copyQueue, L"Copy");
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// create the compute queue
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D3D12_COMMAND_QUEUE_DESC computeQueueDesc =
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{
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.Type = D3D12_COMMAND_LIST_TYPE_COMPUTE,
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.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE,
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};
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queueDesc.Priority = queueDesc.Priority;
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comRef_defineLocal(ID3D12CommandQueue, computeQueue);
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hr = ID3D12Device3_CreateCommandQueue(
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*device, &computeQueueDesc, &IID_ID3D12CommandQueue, (void **)computeQueue);
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if (FAILED(hr))
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{
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DEBUG_WINERROR("Failed to create the ID3D12CommandQueue (compute)", hr);
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goto exit;
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}
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ID3D12CommandQueue_SetName(*computeQueue, L"Compute");
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if (!d12_commandGroupCreate(
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*device, D3D12_COMMAND_LIST_TYPE_COPY, &this->copyCommand, L"Copy"))
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goto exit;
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if (!d12_commandGroupCreate(
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*device, D3D12_COMMAND_LIST_TYPE_COMPUTE, &this->computeCommand, L"Compute"))
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goto exit;
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// Create the IVSHMEM heap
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this->ivshmemBase = ivshmemBase;
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comRef_defineLocal(ID3D12Heap, ivshmemHeap);
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@ -271,17 +281,21 @@ retryCreateCommandQueue:
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}
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// Adjust the alignSize based on the required heap alignment
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D3D12_HEAP_DESC heapDesc = _ID3D12Heap_GetDesc(*ivshmemHeap);
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D3D12_HEAP_DESC heapDesc = ID3D12Heap_GetDesc(*ivshmemHeap);
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*alignSize = heapDesc.Alignment;
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// initialize the backend
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if (!d12_backendInit(this->backend, this->debug, *device, *adapter, *output))
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goto exit;
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comRef_toGlobal(this->factory , factory );
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comRef_toGlobal(this->device , device );
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comRef_toGlobal(this->commandQueue, commandQueue);
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comRef_toGlobal(this->ivshmemHeap , ivshmemHeap );
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if (!d12_effectCreate(&D12Effect_RGB24, &this->rgb24, *device))
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goto exit;
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comRef_toGlobal(this->factory , factory );
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comRef_toGlobal(this->device , device );
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comRef_toGlobal(this->copyQueue , copyQueue );
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comRef_toGlobal(this->computeQueue, computeQueue );
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comRef_toGlobal(this->ivshmemHeap , ivshmemHeap );
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result = true;
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@ -300,11 +314,29 @@ static void d12_stop(void)
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static bool d12_deinit(void)
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{
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bool result = true;
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if (!this->backend->deinit(this->backend))
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d12_effectFree(&this->rgb24);
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if (!d12_backendDeinit(this->backend))
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result = false;
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d12_commandGroupFree(&this->copyCommand);
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d12_commandGroupFree(&this->copyCommand );
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d12_commandGroupFree(&this->computeCommand);
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IDXGIFactory2 * factory = *this->factory;
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IDXGIFactory2_AddRef(factory);
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comRef_freeScope(&d12_comScope);
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if (IDXGIFactory2_Release(factory) != 0)
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DEBUG_WARN("MEMORY LEAK");
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// zero the framebuffers
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memset(this->frameBuffers, 0,
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sizeof(*this->frameBuffers) * this->frameBufferCount);
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/* zero the formats so we properly reinit otherwise we wont detect the format
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change and setup the effect chain */
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memset(&this->captureFormat, 0, sizeof(this->captureFormat));
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memset(&this->dstFormat , 0, sizeof(this->dstFormat ));
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return result;
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}
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@ -338,28 +370,47 @@ static CaptureResult d12_waitFrame(unsigned frameBufferIndex,
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goto exit;
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}
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D3D12_RESOURCE_DESC desc = _ID3D12Resource_GetDesc(*src);
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if (desc.Width != this->lastFormat.Width ||
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desc.Height != this->lastFormat.Height ||
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desc.Format != this->lastFormat.Format)
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D3D12_RESOURCE_DESC srcFormat = ID3D12Resource_GetDesc(*src);
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D3D12_RESOURCE_DESC dstFormat = srcFormat;
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// if the input format changed, reconfigure the effects
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if (dstFormat.Width != this->captureFormat.Width ||
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dstFormat.Height != this->captureFormat.Height ||
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dstFormat.Format != this->captureFormat.Format)
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{
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++this->formatVer;
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memcpy(&this->lastFormat, &desc, sizeof(desc));
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this->captureFormat = dstFormat;
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//TODO: loop through an effect array
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if (!d12_effectSetFormat(this->rgb24, *this->device, &srcFormat, &dstFormat))
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{
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DEBUG_ERROR("Failed to set the effect input format");
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goto exit;
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}
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// if the output format changed
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if (dstFormat.Width != this->dstFormat.Width ||
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dstFormat.Height != this->dstFormat.Height ||
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dstFormat.Format != this->dstFormat.Format)
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{
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++this->formatVer;
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this->dstFormat = dstFormat;
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}
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}
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const unsigned int maxRows = maxFrameSize / (desc.Width * 4);
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const unsigned int maxRows = maxFrameSize / (dstFormat.Width * 4);
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frame->formatVer = this->formatVer;
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frame->screenWidth = desc.Width;
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frame->screenHeight = desc.Height;
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frame->dataWidth = desc.Width;
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frame->dataHeight = min(maxRows, desc.Height);
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frame->frameWidth = desc.Width;
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frame->frameHeight = desc.Height;
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frame->truncated = maxRows < desc.Height;
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frame->pitch = desc.Width * 4;
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frame->stride = desc.Width;
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frame->format = CAPTURE_FMT_BGRA;
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frame->screenWidth = srcFormat.Width;
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frame->screenHeight = srcFormat.Height;
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frame->dataWidth = dstFormat.Width;
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frame->dataHeight = min(maxRows, dstFormat.Height);
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frame->frameWidth = srcFormat.Width;
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frame->frameHeight = srcFormat.Height;
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frame->truncated = maxRows < dstFormat.Height;
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frame->pitch = dstFormat.Width * 4;
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frame->stride = dstFormat.Width;
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frame->format = CAPTURE_FMT_BGR_32;
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frame->hdr = false;
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frame->hdrPQ = false;
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frame->rotation = CAPTURE_ROT_0;
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@ -376,7 +427,7 @@ static CaptureResult d12_getFrame(unsigned frameBufferIndex,
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FrameBuffer * frameBuffer, const size_t maxFrameSize)
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{
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CaptureResult result = CAPTURE_RESULT_ERROR;
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comRef_scopePush(2);
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comRef_scopePush(3);
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comRef_defineLocal(ID3D12Resource, src);
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*src = d12_backendFetch(this->backend, frameBufferIndex);
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@ -392,11 +443,19 @@ static CaptureResult d12_getFrame(unsigned frameBufferIndex,
|
||||
if (!*dst)
|
||||
goto exit;
|
||||
|
||||
// place a fence into the compute queue
|
||||
result = d12_backendSync(this->backend, *this->computeQueue);
|
||||
if (result != CAPTURE_RESULT_OK)
|
||||
goto exit;
|
||||
|
||||
ID3D12Resource * next = *src;
|
||||
next = d12_effectRun(
|
||||
this->rgb24, *this->device, *this->computeCommand.gfxList, next);
|
||||
|
||||
// copy into the framebuffer resource
|
||||
D3D12_RESOURCE_DESC desc = _ID3D12Resource_GetDesc(*src);
|
||||
D3D12_TEXTURE_COPY_LOCATION srcLoc =
|
||||
{
|
||||
.pResource = *src,
|
||||
.pResource = next,
|
||||
.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX,
|
||||
.SubresourceIndex = 0
|
||||
};
|
||||
@ -410,11 +469,11 @@ static CaptureResult d12_getFrame(unsigned frameBufferIndex,
|
||||
.Offset = 0,
|
||||
.Footprint =
|
||||
{
|
||||
.Format = desc.Format,
|
||||
.Width = desc.Width,
|
||||
.Height = desc.Height,
|
||||
.Format = this->dstFormat.Format,
|
||||
.Width = this->dstFormat.Width,
|
||||
.Height = this->dstFormat.Height,
|
||||
.Depth = 1,
|
||||
.RowPitch = desc.Width * 4
|
||||
.RowPitch = this->dstFormat.Width * 4
|
||||
}
|
||||
}
|
||||
};
|
||||
@ -422,14 +481,21 @@ static CaptureResult d12_getFrame(unsigned frameBufferIndex,
|
||||
ID3D12GraphicsCommandList_CopyTextureRegion(
|
||||
*this->copyCommand.gfxList, &dstLoc, 0, 0, 0, &srcLoc, NULL);
|
||||
|
||||
// allow the backend to insert a fence into the command queue if it needs it
|
||||
result = d12_backendSync(this->backend, *this->commandQueue);
|
||||
if (result != CAPTURE_RESULT_OK)
|
||||
// execute all the commands
|
||||
d12_commandGroupExecute(*this->computeQueue, &this->computeCommand);
|
||||
d12_commandGroupWait(&this->computeCommand);
|
||||
if (!d12_commandGroupReset(&this->computeCommand))
|
||||
goto exit;
|
||||
|
||||
d12_commandGroupExecute(*this->commandQueue, &this->copyCommand);
|
||||
d12_commandGroupExecute(*this->copyQueue , &this->copyCommand );
|
||||
d12_commandGroupWait(&this->copyCommand);
|
||||
if (!d12_commandGroupReset(&this->copyCommand))
|
||||
goto exit;
|
||||
|
||||
// signal the frame is complete
|
||||
framebuffer_set_write_ptr(frameBuffer,
|
||||
this->dstFormat.Height * this->dstFormat.Width * 4);
|
||||
|
||||
framebuffer_set_write_ptr(frameBuffer, desc.Height * desc.Width * 4);
|
||||
result = CAPTURE_RESULT_OK;
|
||||
|
||||
exit:
|
||||
|
@ -24,6 +24,8 @@
|
||||
#include "com_ref.h"
|
||||
#include "interface/capture.h"
|
||||
|
||||
#include <d3d12.h>
|
||||
|
||||
extern ComScope * d12_comScope;
|
||||
#define comRef_toGlobal(dst, src) \
|
||||
_comRef_toGlobal(d12_comScope, dst, src)
|
||||
@ -33,4 +35,72 @@ extern ComScope * d12_comScope;
|
||||
void d12_updatePointer(
|
||||
CapturePointer * pointer, void * shape, size_t shapeSize);
|
||||
|
||||
// DirectX12 library functions
|
||||
|
||||
struct DX12
|
||||
{
|
||||
PFN_D3D12_CREATE_DEVICE D3D12CreateDevice;
|
||||
PFN_D3D12_GET_DEBUG_INTERFACE D3D12GetDebugInterface;
|
||||
PFN_D3D12_SERIALIZE_VERSIONED_ROOT_SIGNATURE
|
||||
D3D12SerializeVersionedRootSignature;
|
||||
};
|
||||
|
||||
extern struct DX12 DX12;
|
||||
|
||||
#ifdef ID3D12Heap_GetDesc
|
||||
#undef ID3D12Heap_GetDesc
|
||||
static inline D3D12_HEAP_DESC ID3D12Heap_GetDesc(ID3D12Heap* This)
|
||||
{
|
||||
D3D12_HEAP_DESC __ret;
|
||||
return *This->lpVtbl->GetDesc(This, &__ret);
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef ID3D12Resource_GetDesc
|
||||
#undef ID3D12Resource_GetDesc
|
||||
static inline D3D12_RESOURCE_DESC ID3D12Resource_GetDesc(ID3D12Resource* This) {
|
||||
D3D12_RESOURCE_DESC __ret;
|
||||
return *This->lpVtbl->GetDesc(This,&__ret);
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifndef ID3DBlob_GetBufferPointer
|
||||
#define ID3DBlob_GetBufferPointer ID3D10Blob_GetBufferPointer
|
||||
#endif
|
||||
|
||||
#ifndef ID3DBlob_GetBufferSize
|
||||
#define ID3DBlob_GetBufferSize ID3D10Blob_GetBufferSize
|
||||
#endif
|
||||
|
||||
#ifdef ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart
|
||||
#undef ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart
|
||||
static inline D3D12_CPU_DESCRIPTOR_HANDLE
|
||||
ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(
|
||||
ID3D12DescriptorHeap* This)
|
||||
{
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE __ret;
|
||||
return *This->lpVtbl->GetCPUDescriptorHandleForHeapStart(This,&__ret);
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart
|
||||
#undef ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart
|
||||
static inline D3D12_GPU_DESCRIPTOR_HANDLE
|
||||
ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(
|
||||
ID3D12DescriptorHeap* This)
|
||||
{
|
||||
D3D12_GPU_DESCRIPTOR_HANDLE __ret;
|
||||
return *This->lpVtbl->GetGPUDescriptorHandleForHeapStart(This,&__ret);
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef ID3D12Resource_GetDesc
|
||||
#undef ID3D12Resource_GetDesc
|
||||
static inline D3D12_RESOURCE_DESC ID3D12Resource_GetDesc(ID3D12Resource* This)
|
||||
{
|
||||
D3D12_RESOURCE_DESC __ret;
|
||||
return *This->lpVtbl->GetDesc(This,&__ret);
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
75
host/platform/Windows/capture/D12/effect.h
Normal file
75
host/platform/Windows/capture/D12/effect.h
Normal file
@ -0,0 +1,75 @@
|
||||
/**
|
||||
* Looking Glass
|
||||
* Copyright © 2017-2024 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.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful, but WITHOUT
|
||||
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
|
||||
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
|
||||
* more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License along
|
||||
* with this program; if not, write to the Free Software Foundation, Inc., 59
|
||||
* Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
*/
|
||||
|
||||
#ifndef _H_D12_EFFECT_
|
||||
#define _H_D12_EFFECT_
|
||||
|
||||
#include <stdbool.h>
|
||||
#include <d3d12.h>
|
||||
|
||||
typedef struct D12Effect D12Effect;
|
||||
|
||||
struct D12Effect
|
||||
{
|
||||
const char * name;
|
||||
|
||||
bool (*create)(D12Effect ** instance, ID3D12Device3 * device);
|
||||
|
||||
void (*free)(D12Effect ** instance);
|
||||
|
||||
// set the input format, and get the output format of the effect
|
||||
bool (*setFormat)(D12Effect * effect,
|
||||
ID3D12Device3 * device,
|
||||
const D3D12_RESOURCE_DESC * src,
|
||||
D3D12_RESOURCE_DESC * dst);
|
||||
|
||||
ID3D12Resource * (*run)(D12Effect * effect,
|
||||
ID3D12Device3 * device, ID3D12GraphicsCommandList * commandList,
|
||||
ID3D12Resource * src);
|
||||
};
|
||||
|
||||
static inline bool d12_effectCreate(const D12Effect * effect,
|
||||
D12Effect ** instance, ID3D12Device3 * device)
|
||||
{
|
||||
if (!effect->create(instance, device))
|
||||
return false;
|
||||
memcpy(*instance, effect, sizeof(*effect));
|
||||
return true;
|
||||
}
|
||||
|
||||
static inline void d12_effectFree(D12Effect ** instance)
|
||||
{ (*instance)->free(instance); }
|
||||
|
||||
static inline bool d12_effectSetFormat(D12Effect * effect,
|
||||
ID3D12Device3 * device,
|
||||
const D3D12_RESOURCE_DESC * src,
|
||||
D3D12_RESOURCE_DESC * dst)
|
||||
{ return effect->setFormat(effect, device, src, dst); }
|
||||
|
||||
static inline ID3D12Resource * d12_effectRun(D12Effect * effect,
|
||||
ID3D12Device3 * device, ID3D12GraphicsCommandList * commandList,
|
||||
ID3D12Resource * src)
|
||||
{ return effect->run(effect, device, commandList, src); }
|
||||
|
||||
// effect defines
|
||||
|
||||
extern const D12Effect D12Effect_RGB24;
|
||||
|
||||
#endif
|
379
host/platform/Windows/capture/D12/effect/rgb24.c
Normal file
379
host/platform/Windows/capture/D12/effect/rgb24.c
Normal file
@ -0,0 +1,379 @@
|
||||
#include "effect.h"
|
||||
|
||||
#include "d12.h"
|
||||
#include "command_group.h"
|
||||
|
||||
#include "com_ref.h"
|
||||
#include "common/debug.h"
|
||||
#include "common/windebug.h"
|
||||
#include "common/array.h"
|
||||
|
||||
#include <d3dcompiler.h>
|
||||
|
||||
typedef struct TestInstance
|
||||
{
|
||||
D12Effect base;
|
||||
|
||||
ID3D12RootSignature ** rootSignature;
|
||||
ID3D12PipelineState ** pso;
|
||||
ID3D12DescriptorHeap ** descHeap;
|
||||
|
||||
unsigned threadsX, threadsY;
|
||||
ID3D12Resource ** dst;
|
||||
}
|
||||
TestInstance;
|
||||
|
||||
#define THREADS 8
|
||||
|
||||
static bool d12_effect_rgb24Create(D12Effect ** instance, ID3D12Device3 * device)
|
||||
{
|
||||
TestInstance * this = calloc(1, sizeof(*this));
|
||||
if (!this)
|
||||
{
|
||||
DEBUG_ERROR("out of memory");
|
||||
return false;
|
||||
}
|
||||
|
||||
bool result = false;
|
||||
HRESULT hr;
|
||||
comRef_scopePush(10);
|
||||
|
||||
// shader resource view
|
||||
D3D12_DESCRIPTOR_RANGE descriptorRanges[2] =
|
||||
{
|
||||
{
|
||||
.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV,
|
||||
.NumDescriptors = 1,
|
||||
.BaseShaderRegister = 0,
|
||||
.RegisterSpace = 0,
|
||||
.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND
|
||||
},
|
||||
{
|
||||
.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV,
|
||||
.NumDescriptors = 1,
|
||||
.BaseShaderRegister = 0,
|
||||
.RegisterSpace = 0,
|
||||
.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND
|
||||
}
|
||||
};
|
||||
|
||||
// discriptor table
|
||||
D3D12_ROOT_PARAMETER rootParams[1] =
|
||||
{
|
||||
{
|
||||
.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE,
|
||||
.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL,
|
||||
.DescriptorTable =
|
||||
{
|
||||
.NumDescriptorRanges = ARRAY_LENGTH(descriptorRanges),
|
||||
.pDescriptorRanges = descriptorRanges
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
// root signature
|
||||
D3D12_VERSIONED_ROOT_SIGNATURE_DESC rootSignatureDesc =
|
||||
{
|
||||
.Version = D3D_ROOT_SIGNATURE_VERSION_1,
|
||||
.Desc_1_0 =
|
||||
{
|
||||
.NumParameters = ARRAY_LENGTH(rootParams),
|
||||
.pParameters = rootParams,
|
||||
.NumStaticSamplers = 0,
|
||||
.pStaticSamplers = NULL,
|
||||
.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE
|
||||
}
|
||||
};
|
||||
|
||||
// Serialize the root signature
|
||||
comRef_defineLocal(ID3DBlob, blob );
|
||||
comRef_defineLocal(ID3DBlob, error);
|
||||
hr = DX12.D3D12SerializeVersionedRootSignature(
|
||||
&rootSignatureDesc, blob, error);
|
||||
if (FAILED(hr))
|
||||
{
|
||||
DEBUG_WINERROR("Failed to serialize the root signature", hr);
|
||||
DEBUG_ERROR("%s", (const char *)ID3DBlob_GetBufferPointer(*error));
|
||||
goto exit;
|
||||
}
|
||||
|
||||
// Create the root signature
|
||||
comRef_defineLocal(ID3D12RootSignature, rootSignature);
|
||||
hr = ID3D12Device_CreateRootSignature(
|
||||
device,
|
||||
0,
|
||||
ID3DBlob_GetBufferPointer(*blob),
|
||||
ID3DBlob_GetBufferSize(*blob),
|
||||
&IID_ID3D12RootSignature,
|
||||
(void **)rootSignature);
|
||||
if (FAILED(hr))
|
||||
{
|
||||
DEBUG_WINERROR("Failed to create the root signature", hr);
|
||||
goto exit;
|
||||
}
|
||||
|
||||
// Compile the shader
|
||||
const char * testCode =
|
||||
"Texture2D <float4> src : register(t0);\n"
|
||||
"RWTexture2D<float4> dst : register(u0);\n"
|
||||
"\n"
|
||||
"[numthreads(" STR(THREADS) ", " STR(THREADS) ", 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"
|
||||
"\n"
|
||||
" uint sndInputX = fstInputX + 1;\n"
|
||||
" float4 color3 = src[uint2(sndInputX, dt.y)];\n"
|
||||
"\n"
|
||||
" uint xmod3 = dt.x % 3;\n"
|
||||
"\n"
|
||||
" float4 color1 = xmod3 <= 1 ? color0 : color3;\n"
|
||||
" float4 color2 = xmod3 == 0 ? color0 : color3;\n"
|
||||
"\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"
|
||||
"\n"
|
||||
" dst[dt.xy] = float4(r, g, b, a);\n"
|
||||
"}\n";
|
||||
|
||||
bool debug = false;
|
||||
hr = D3DCompile(
|
||||
testCode, strlen(testCode),
|
||||
NULL, NULL, NULL, "main", "cs_5_0",
|
||||
debug ? (D3DCOMPILE_DEBUG | D3DCOMPILE_SKIP_OPTIMIZATION) : 0,
|
||||
0, blob, error);
|
||||
if (FAILED(hr))
|
||||
{
|
||||
DEBUG_ERROR("Failed to compile the shader");
|
||||
DEBUG_ERROR("%s", (const char *)ID3DBlob_GetBufferPointer(*error));
|
||||
goto exit;
|
||||
}
|
||||
|
||||
// Create the PSO
|
||||
D3D12_COMPUTE_PIPELINE_STATE_DESC psoDesc =
|
||||
{
|
||||
.pRootSignature = *rootSignature,
|
||||
.CS =
|
||||
{
|
||||
.pShaderBytecode = ID3DBlob_GetBufferPointer(*blob),
|
||||
.BytecodeLength = ID3DBlob_GetBufferSize (*blob)
|
||||
}
|
||||
};
|
||||
|
||||
comRef_defineLocal(ID3D12PipelineState, pso);
|
||||
hr = ID3D12Device3_CreateComputePipelineState(
|
||||
device, &psoDesc, &IID_ID3D12PipelineState, (void **)pso);
|
||||
if (FAILED(hr))
|
||||
{
|
||||
DEBUG_WINERROR("Failed to create the PSO", hr);
|
||||
goto exit;
|
||||
}
|
||||
|
||||
// Create the descriptor heap
|
||||
D3D12_DESCRIPTOR_HEAP_DESC descHeapDesc =
|
||||
{
|
||||
.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV,
|
||||
.NumDescriptors = ARRAY_LENGTH(descriptorRanges),
|
||||
.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE,
|
||||
.NodeMask = 0
|
||||
};
|
||||
|
||||
comRef_defineLocal(ID3D12DescriptorHeap, descHeap);
|
||||
hr = ID3D12Device3_CreateDescriptorHeap(
|
||||
device, &descHeapDesc, &IID_ID3D12DescriptorHeap, (void **)descHeap);
|
||||
if (FAILED(hr))
|
||||
{
|
||||
DEBUG_WINERROR("Failed to create the parameter heap", hr);
|
||||
goto exit;
|
||||
}
|
||||
|
||||
comRef_toGlobal(this->rootSignature, rootSignature);
|
||||
comRef_toGlobal(this->pso , pso );
|
||||
comRef_toGlobal(this->descHeap , descHeap );
|
||||
|
||||
result = true;
|
||||
|
||||
exit:
|
||||
if (result)
|
||||
*instance = &this->base;
|
||||
else
|
||||
free(this);
|
||||
|
||||
comRef_scopePop();
|
||||
return result;
|
||||
}
|
||||
|
||||
static void d12_effect_rgb24Free(D12Effect ** instance)
|
||||
{
|
||||
TestInstance * this = UPCAST(TestInstance, *instance);
|
||||
|
||||
free(this);
|
||||
}
|
||||
|
||||
static bool d12_effect_rgb24SetFormat(D12Effect * effect,
|
||||
ID3D12Device3 * device,
|
||||
const D3D12_RESOURCE_DESC * src,
|
||||
D3D12_RESOURCE_DESC * dst)
|
||||
{
|
||||
TestInstance * this = UPCAST(TestInstance, effect);
|
||||
comRef_scopePush(1);
|
||||
|
||||
bool result = false;
|
||||
HRESULT hr;
|
||||
|
||||
if (src->Format != DXGI_FORMAT_B8G8R8A8_UNORM)
|
||||
{
|
||||
DEBUG_ERROR("RGB24 requires DXGI_FORMAT_B8G8R8A8_UNORM input");
|
||||
goto exit;
|
||||
}
|
||||
|
||||
D3D12_HEAP_PROPERTIES heapProps =
|
||||
{
|
||||
.Type = D3D12_HEAP_TYPE_DEFAULT,
|
||||
.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN,
|
||||
.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN,
|
||||
.CreationNodeMask = 1,
|
||||
.VisibleNodeMask = 1
|
||||
};
|
||||
|
||||
const unsigned packedPitch = ALIGN_TO(src->Width * 3, 4);
|
||||
D3D12_RESOURCE_DESC desc =
|
||||
{
|
||||
.Format = DXGI_FORMAT_B8G8R8A8_UNORM,
|
||||
.Width = ALIGN_TO(packedPitch / 4, 64),
|
||||
.Height = (src->Width * src->Height) / (packedPitch / 3),
|
||||
.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D,
|
||||
.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS,
|
||||
.MipLevels = 1,
|
||||
.DepthOrArraySize = 1,
|
||||
.SampleDesc.Count = 1
|
||||
};
|
||||
|
||||
comRef_defineLocal(ID3D12Resource, res);
|
||||
hr = ID3D12Device3_CreateCommittedResource(
|
||||
device, &heapProps, D3D12_HEAP_FLAG_CREATE_NOT_ZEROED, &desc,
|
||||
D3D12_RESOURCE_STATE_COPY_SOURCE, NULL, &IID_ID3D12Resource,
|
||||
(void **)res);
|
||||
|
||||
if (FAILED(hr))
|
||||
{
|
||||
DEBUG_ERROR("Failed to create the destination texture");
|
||||
goto exit;
|
||||
}
|
||||
|
||||
comRef_toGlobal(this->dst, res);
|
||||
this->threadsX = (desc.Width + (THREADS-1)) / THREADS;
|
||||
this->threadsY = (desc.Height + (THREADS-1)) / THREADS;
|
||||
|
||||
*dst = desc;
|
||||
result = true;
|
||||
|
||||
exit:
|
||||
comRef_scopePop();
|
||||
return result;
|
||||
}
|
||||
|
||||
static ID3D12Resource * d12_effect_rgb24Run(D12Effect * effect,
|
||||
ID3D12Device3 * device, ID3D12GraphicsCommandList * commandList,
|
||||
ID3D12Resource * src)
|
||||
{
|
||||
TestInstance * this = UPCAST(TestInstance, effect);
|
||||
|
||||
// transition the destination texture to unordered access so we can write to it
|
||||
{
|
||||
D3D12_RESOURCE_BARRIER barrier =
|
||||
{
|
||||
.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION,
|
||||
.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE,
|
||||
.Transition =
|
||||
{
|
||||
.pResource = *this->dst,
|
||||
.StateBefore = D3D12_RESOURCE_STATE_COPY_SOURCE,
|
||||
.StateAfter = D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
|
||||
.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES
|
||||
}
|
||||
};
|
||||
ID3D12GraphicsCommandList_ResourceBarrier(commandList, 1, &barrier);
|
||||
}
|
||||
|
||||
// get the heap handle
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE cpuSrvUavHandle =
|
||||
ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(*this->descHeap);
|
||||
|
||||
// descriptor for input SRV
|
||||
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc =
|
||||
{
|
||||
.Format = DXGI_FORMAT_B8G8R8A8_UNORM,
|
||||
.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D,
|
||||
.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING,
|
||||
.Texture2D.MipLevels = 1
|
||||
};
|
||||
ID3D12Device3_CreateShaderResourceView(
|
||||
device, src, &srvDesc, cpuSrvUavHandle);
|
||||
|
||||
// move to the next slot
|
||||
cpuSrvUavHandle.ptr += ID3D12Device3_GetDescriptorHandleIncrementSize(
|
||||
device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
|
||||
|
||||
// descriptor for the output UAV
|
||||
D3D12_UNORDERED_ACCESS_VIEW_DESC uavDesc =
|
||||
{
|
||||
.Format = DXGI_FORMAT_B8G8R8A8_UNORM,
|
||||
.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D
|
||||
};
|
||||
ID3D12Device3_CreateUnorderedAccessView(
|
||||
device, *this->dst, NULL, &uavDesc, cpuSrvUavHandle);
|
||||
|
||||
// bind the descriptor heap to the pipeline
|
||||
ID3D12GraphicsCommandList_SetDescriptorHeaps(commandList, 1, this->descHeap);
|
||||
|
||||
// set the pipeline state
|
||||
ID3D12GraphicsCommandList_SetPipelineState(commandList, *this->pso);
|
||||
|
||||
// set the root signature on the command list
|
||||
ID3D12GraphicsCommandList_SetComputeRootSignature(
|
||||
commandList, *this->rootSignature);
|
||||
|
||||
// get the GPU side handle for our heap
|
||||
D3D12_GPU_DESCRIPTOR_HANDLE gpuSrvUavHandle =
|
||||
ID3D12DescriptorHeap_GetGPUDescriptorHandleForHeapStart(*this->descHeap);
|
||||
|
||||
// bind the descriptor tables to the root signature
|
||||
ID3D12GraphicsCommandList_SetComputeRootDescriptorTable(
|
||||
commandList, 0, gpuSrvUavHandle);
|
||||
|
||||
ID3D12GraphicsCommandList_Dispatch(
|
||||
commandList, this->threadsX, this->threadsY, 1);
|
||||
|
||||
// transition the destination texture to a copy source for the next stage
|
||||
{
|
||||
D3D12_RESOURCE_BARRIER barrier =
|
||||
{
|
||||
.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION,
|
||||
.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE,
|
||||
.Transition =
|
||||
{
|
||||
.pResource = *this->dst,
|
||||
.StateBefore = D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
|
||||
.StateAfter = D3D12_RESOURCE_STATE_COPY_SOURCE,
|
||||
.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES
|
||||
}
|
||||
};
|
||||
ID3D12GraphicsCommandList_ResourceBarrier(commandList, 1, &barrier);
|
||||
}
|
||||
|
||||
// return the output buffer
|
||||
return *this->dst;
|
||||
}
|
||||
|
||||
const D12Effect D12Effect_RGB24 =
|
||||
{
|
||||
.name = "RGB24",
|
||||
.create = d12_effect_rgb24Create,
|
||||
.free = d12_effect_rgb24Free,
|
||||
.setFormat = d12_effect_rgb24SetFormat,
|
||||
.run = d12_effect_rgb24Run
|
||||
};
|
Loading…
Reference in New Issue
Block a user