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https://github.com/gnif/LookingGlass.git
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[idd] capture: execute texture frame graphs
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164
idd/LGIdd/postprocess/effect/CFormatEffect.cpp
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164
idd/LGIdd/postprocess/effect/CFormatEffect.cpp
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/**
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* Looking Glass
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* Copyright © 2017-2026 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 "CFormatEffect.h"
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#include "CDebug.h"
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using namespace PostProcessUtil;
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namespace
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{
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bool IsSDR8(const D12FrameFormat& format)
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{
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if (format.hdr || format.hdrPQ)
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return false;
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switch (format.format)
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{
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case FRAME_TYPE_BGRA:
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return format.desc.Format == DXGI_FORMAT_B8G8R8A8_UNORM;
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case FRAME_TYPE_RGBA:
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return format.desc.Format == DXGI_FORMAT_R8G8B8A8_UNORM;
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default:
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return false;
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}
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}
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}
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bool CFormatEffect::Init(const ComPtr<ID3D12Device3>& device)
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{
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D3D12_DESCRIPTOR_RANGE ranges[] =
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{
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Range(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0),
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Range(D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 0),
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};
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const char * shader =
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"Texture2D<float4> src : register(t0);\n"
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"RWTexture2D<float4> dst : register(u0);\n"
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"[numthreads(" POST_PROCESS_THREADS_STR ", "
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POST_PROCESS_THREADS_STR ", 1)]\n"
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"void main(uint3 dt : SV_DispatchThreadID)\n"
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"{\n"
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" dst[dt.xy] = src[dt.xy];\n"
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"}\n";
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return InitCompute(device, ranges, ARRAYSIZE(ranges), nullptr, 0, shader);
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}
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PostProcessStatus CFormatEffect::SetFormat(
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const ComPtr<ID3D12Device3>& device,
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const D12FrameFormat& src, D12FrameFormat& dst)
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{
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return Cfg(device, src, dst);
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}
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PostProcessStatus CFormatEffect::Cfg(
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const ComPtr<ID3D12Device3>& device,
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const D12FrameFormat& src, const D12FrameFormat& dst)
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{
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UNREFERENCED_PARAMETER(device);
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if (src.desc.Dimension != D3D12_RESOURCE_DIMENSION_TEXTURE2D ||
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dst.desc.Dimension != D3D12_RESOURCE_DIMENSION_TEXTURE2D ||
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!src.desc.Width ||
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!src.desc.Height ||
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src.desc.Width != dst.desc.Width ||
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src.desc.Height != dst.desc.Height ||
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!IsSDR8(src) ||
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!IsSDR8(dst))
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{
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DEBUG_ERROR("Unsupported texture format conversion");
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return PostProcessStatus::FAILED;
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}
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if (src.desc.Format == dst.desc.Format)
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return PostProcessStatus::BYPASS_EFFECT;
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if (!(dst.desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS))
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{
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DEBUG_ERROR("Format conversion destination does not allow UAV access");
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return PostProcessStatus::FAILED;
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}
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m_srcDesc = src.desc;
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m_outDesc = dst.desc;
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m_srcFormat = src.desc.Format;
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m_dstFormat = dst.desc.Format;
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m_threadsX = Groups((unsigned)dst.desc.Width);
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m_threadsY = Groups(dst.desc.Height);
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return PostProcessStatus::SUCCESS;
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}
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ComPtr<ID3D12Resource> CFormatEffect::Run(
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const ComPtr<ID3D12Device3>& device,
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const ComPtr<ID3D12GraphicsCommandList>& commandList,
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const ComPtr<ID3D12Resource>& src, RECT dirtyRects[],
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unsigned * nbDirtyRects)
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{
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UNREFERENCED_PARAMETER(device);
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UNREFERENCED_PARAMETER(commandList);
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UNREFERENCED_PARAMETER(src);
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UNREFERENCED_PARAMETER(dirtyRects);
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UNREFERENCED_PARAMETER(nbDirtyRects);
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return nullptr;
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}
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bool CFormatEffect::IsSrc(ID3D12Resource * src) const
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{
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if (!src)
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return false;
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return D12::Same(src->GetDesc(), m_srcDesc, D12::DescCmp::VIEW);
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}
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bool CFormatEffect::Run(
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const ComPtr<ID3D12Device3>& device,
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const ComPtr<ID3D12GraphicsCommandList>& commandList,
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const ComPtr<ID3D12Resource>& src, ID3D12Resource * dst,
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RECT dirtyRects[], unsigned * nbDirtyRects)
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{
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if (!device || !commandList || !IsSrc(src.Get()) ||
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src.Get() == dst || !IsDst(dst))
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return false;
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return Draw(device, commandList, src, dst, dirtyRects, nbDirtyRects);
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}
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bool CFormatEffect::Draw(
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const ComPtr<ID3D12Device3>& device,
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const ComPtr<ID3D12GraphicsCommandList>& commandList,
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const ComPtr<ID3D12Resource>& src, ID3D12Resource * dst,
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RECT dirtyRects[], unsigned * nbDirtyRects)
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{
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UNREFERENCED_PARAMETER(dirtyRects);
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UNREFERENCED_PARAMETER(nbDirtyRects);
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TransitionDst(commandList, dst, D3D12_RESOURCE_STATE_COMMON,
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D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
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SRV(device, 0, src.Get(), m_srcFormat);
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UAV(device, 1, dst, m_dstFormat);
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Dispatch(commandList);
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TransitionDst(commandList, dst, D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
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D3D12_RESOURCE_STATE_COMMON);
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return true;
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}
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