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https://github.com/gnif/LookingGlass.git
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[idd] select linear RGB24 packing automatically
Replace the texture-shaped RGB24 output with a linear raw buffer and keep its packing, damage translation, and buffer copies inside the RGB24 effect. Benchmark full-frame native and packed processing and retain the faster path for each source format. Preserve logical damage rectangles for client updates and alternating framebuffer repair. Return compute outputs to COMMON for COPY queue handoff and refresh cached framebuffer sizes when switching packed and native layouts.
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@@ -27,7 +27,7 @@
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namespace PostProcessUtil
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{
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bool CreateDefaultTexture(const ComPtr<ID3D12Device3>& device,
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static bool CreateDefaultResource(const ComPtr<ID3D12Device3>& device,
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const D3D12_RESOURCE_DESC& desc, ComPtr<ID3D12Resource>& resource)
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{
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D3D12_HEAP_PROPERTIES heapProps = {};
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@@ -41,17 +41,38 @@ namespace PostProcessUtil
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&heapProps,
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D3D12_HEAP_FLAG_CREATE_NOT_ZEROED,
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&desc,
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D3D12_RESOURCE_STATE_COPY_SOURCE,
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D3D12_RESOURCE_STATE_COMMON,
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nullptr,
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IID_PPV_ARGS(&resource));
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if (FAILED(hr))
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{
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DEBUG_ERROR_HR(hr, "Failed to create post-processing destination texture");
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DEBUG_ERROR_HR(hr, "Failed to create post-processing destination resource");
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return false;
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}
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return true;
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}
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bool CreateDefaultTexture(const ComPtr<ID3D12Device3>& device,
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const D3D12_RESOURCE_DESC& desc, ComPtr<ID3D12Resource>& resource)
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{
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return CreateDefaultResource(device, desc, resource);
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}
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bool CreateDefaultBuffer(const ComPtr<ID3D12Device3>& device,
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UINT64 size, ComPtr<ID3D12Resource>& resource)
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{
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D3D12_RESOURCE_DESC desc = {};
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desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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desc.Width = size;
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desc.Height = 1;
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desc.DepthOrArraySize = 1;
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desc.MipLevels = 1;
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desc.SampleDesc.Count = 1;
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desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
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return CreateDefaultResource(device, desc, resource);
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}
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}
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bool CComputeEffect::InitCompute(const ComPtr<ID3D12Device3>& device,
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