[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.
This commit is contained in:
Geoffrey McRae
2026-08-03 20:35:49 +10:00
parent fa2769b332
commit 6109501eed
16 changed files with 987 additions and 232 deletions

View File

@@ -24,10 +24,33 @@
class CRGB24Effect : public CComputeEffect
{
private:
struct State;
std::shared_ptr<State> m_state;
unsigned m_width = 0;
unsigned m_height = 0;
unsigned m_pitch = 0;
public:
const char * GetName() const override { return "RGB24"; }
bool Init(const ComPtr<ID3D12Device3>& device);
void ShareState(const CPostProcessEffect& other) override;
void Update(const D12FrameFormat& format) override;
bool NeedsReconfigure() const override;
bool RequiresFullDamage() const override;
uint64_t GetTimingToken() const override;
void RecordTiming(
uint64_t token, bool fullCopy, uint64_t totalTime) override;
bool GetCopyLayout(
unsigned * pitch, unsigned * dataHeight) const override;
bool ShouldCopyFully(
const RECT dirtyRects[], unsigned nbDirtyRects) const override;
void CopyFrame(
const ComPtr<ID3D12GraphicsCommandList>& commandList,
ID3D12Resource * dst, ID3D12Resource * src,
const RECT dirtyRects[], unsigned nbDirtyRects,
bool fullCopy) const override;
PostProcessStatus SetFormat(const ComPtr<ID3D12Device3>& device,
const D12FrameFormat& src, D12FrameFormat& dst) override;