mirror of
https://github.com/gnif/LookingGlass.git
synced 2026-08-22 15:11:31 +00:00
[idd] postprocess: centralize compute effect utilities
This commit is contained in:
@@ -34,60 +34,17 @@ namespace
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TRANSFER_SRGB,
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TRANSFER_PQ,
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};
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bool CreateUploadBuffer(const ComPtr<ID3D12Device3>& device, size_t size,
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ComPtr<ID3D12Resource>& resource)
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{
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D3D12_HEAP_PROPERTIES heapProps = {};
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heapProps.Type = D3D12_HEAP_TYPE_UPLOAD;
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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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const HRESULT hr = device->CreateCommittedResource(&heapProps,
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D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ,
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nullptr, IID_PPV_ARGS(&resource));
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return SUCCEEDED(hr);
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}
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bool Upload(const ComPtr<ID3D12Resource>& resource,
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const void * data, size_t size)
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{
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void * dst = nullptr;
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const D3D12_RANGE readRange = { 0, 0 };
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if (FAILED(resource->Map(0, &readRange, &dst)))
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return false;
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std::memcpy(dst, data, size);
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resource->Unmap(0, nullptr);
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return true;
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}
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}
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bool CColorTransformEffect::Init(const ComPtr<ID3D12Device3>& device)
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{
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D3D12_DESCRIPTOR_RANGE ranges[4] = {};
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ranges[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV;
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ranges[0].NumDescriptors = 1;
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ranges[0].BaseShaderRegister = 0;
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ranges[0].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
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ranges[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
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ranges[1].NumDescriptors = 1;
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ranges[1].BaseShaderRegister = 0;
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ranges[1].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
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ranges[2].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
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ranges[2].NumDescriptors = 1;
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ranges[2].BaseShaderRegister = 1;
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ranges[2].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
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ranges[3].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
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ranges[3].NumDescriptors = 1;
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ranges[3].BaseShaderRegister = 0;
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ranges[3].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
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D3D12_DESCRIPTOR_RANGE ranges[] =
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{
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Range(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 0),
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Range(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0),
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Range(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1),
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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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"cbuffer Constants : register(b0)\n"
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@@ -194,8 +151,9 @@ bool CColorTransformEffect::Init(const ComPtr<ID3D12Device3>& device)
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const size_t constSize = AlignTo(sizeof(m_consts),
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(size_t)D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT);
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if (!CreateUploadBuffer(device, constSize, m_constBuffer) ||
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!CreateUploadBuffer(device, sizeof(float) * 4096 * 4, m_lutBuffer))
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if (FAILED(CreateUploadBuffer(device, constSize, m_constBuffer)) ||
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FAILED(CreateUploadBuffer(
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device, sizeof(float) * 4096 * 4, m_lutBuffer)))
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{
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DEBUG_ERROR("Failed to create color transform buffers");
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return false;
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@@ -261,8 +219,8 @@ PostProcessStatus CColorTransformEffect::SetFormat(
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m_srcFormat = src.desc.Format;
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m_dstFormat = dstFormat;
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m_threadsX = ((unsigned)desc.Width + (Threads - 1)) / Threads;
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m_threadsY = ((unsigned)desc.Height + (Threads - 1)) / Threads;
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m_threadsX = Groups((unsigned)desc.Width);
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m_threadsY = Groups(desc.Height);
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dst.desc = desc;
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dst.format = frameType;
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@@ -285,8 +243,8 @@ ComPtr<ID3D12Resource> CColorTransformEffect::Run(
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// upload buffers are guaranteed not to be in use by the GPU.
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if (m_uploadPending)
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{
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if (!Upload(m_constBuffer, &m_consts, sizeof(m_consts)) ||
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!Upload(m_lutBuffer, m_lut, sizeof(m_lut)))
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if (FAILED(Upload(m_constBuffer, &m_consts, sizeof(m_consts))) ||
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FAILED(Upload(m_lutBuffer, m_lut, sizeof(m_lut))))
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DEBUG_ERROR("Failed to upload display color transform");
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else
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m_uploadPending = false;
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@@ -295,41 +253,19 @@ ComPtr<ID3D12Resource> CColorTransformEffect::Run(
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TransitionDst(commandList, D3D12_RESOURCE_STATE_COMMON,
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D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
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D3D12_CPU_DESCRIPTOR_HANDLE handle =
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m_descHeap->GetCPUDescriptorHandleForHeapStart();
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const UINT inc = device->GetDescriptorHandleIncrementSize(
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D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
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D3D12_CONSTANT_BUFFER_VIEW_DESC cbvDesc = {};
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cbvDesc.BufferLocation = m_constBuffer->GetGPUVirtualAddress();
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cbvDesc.SizeInBytes = (UINT)AlignTo(sizeof(m_consts),
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(size_t)D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT);
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device->CreateConstantBufferView(&cbvDesc, handle);
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handle.ptr += inc;
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D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
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srvDesc.Format = m_srcFormat;
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srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
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srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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srvDesc.Texture2D.MipLevels = 1;
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device->CreateShaderResourceView(src.Get(), &srvDesc, handle);
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handle.ptr += inc;
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CBV(device, 0, m_constBuffer.Get(), sizeof(m_consts));
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SRV(device, 1, src.Get(), m_srcFormat);
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D3D12_SHADER_RESOURCE_VIEW_DESC lutDesc = {};
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lutDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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lutDesc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
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lutDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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lutDesc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
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lutDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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lutDesc.Buffer.NumElements = 4096;
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device->CreateShaderResourceView(m_lutBuffer.Get(), &lutDesc, handle);
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handle.ptr += inc;
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lutDesc.Buffer.NumElements = 4096;
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device->CreateShaderResourceView(
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m_lutBuffer.Get(), &lutDesc, Handle(device, 2));
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D3D12_UNORDERED_ACCESS_VIEW_DESC uavDesc = {};
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uavDesc.Format = m_dstFormat;
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uavDesc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
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device->CreateUnorderedAccessView(m_dst.Get(), nullptr, &uavDesc, handle);
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Bind(commandList);
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commandList->Dispatch(m_threadsX, m_threadsY, 1);
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UAV(device, 3, m_dst.Get(), m_dstFormat);
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Dispatch(commandList);
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TransitionDst(commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
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D3D12_RESOURCE_STATE_COMMON);
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@@ -73,6 +73,52 @@ namespace PostProcessUtil
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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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HRESULT CreateUploadBuffer(const ComPtr<ID3D12Device3>& device,
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size_t size, ComPtr<ID3D12Resource>& resource)
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{
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D3D12_HEAP_PROPERTIES heapProps = {};
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heapProps.Type = D3D12_HEAP_TYPE_UPLOAD;
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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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return device->CreateCommittedResource(&heapProps,
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D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ,
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nullptr, IID_PPV_ARGS(&resource));
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}
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HRESULT Upload(const ComPtr<ID3D12Resource>& resource,
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const void * data, size_t size)
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{
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void * dst = nullptr;
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const D3D12_RANGE readRange = { 0, 0 };
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const HRESULT hr = resource->Map(0, &readRange, &dst);
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if (FAILED(hr))
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return hr;
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std::memcpy(dst, data, size);
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resource->Unmap(0, nullptr);
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return S_OK;
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}
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D3D12_DESCRIPTOR_RANGE Range(
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D3D12_DESCRIPTOR_RANGE_TYPE type, UINT shaderRegister)
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{
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D3D12_DESCRIPTOR_RANGE range = {};
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range.RangeType = type;
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range.NumDescriptors = 1;
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range.BaseShaderRegister = shaderRegister;
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range.OffsetInDescriptorsFromTableStart =
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D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
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return range;
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}
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}
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bool CComputeEffect::InitCompute(const ComPtr<ID3D12Device3>& device,
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@@ -81,13 +127,16 @@ bool CComputeEffect::InitCompute(const ComPtr<ID3D12Device3>& device,
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const char * shader)
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{
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D3D12_ROOT_PARAMETER rootParam = {};
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rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
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rootParam.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
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rootParam.ParameterType =
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D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
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rootParam.ShaderVisibility =
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D3D12_SHADER_VISIBILITY_ALL;
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rootParam.DescriptorTable.NumDescriptorRanges = rangeCount;
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rootParam.DescriptorTable.pDescriptorRanges = ranges;
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D3D12_VERSIONED_ROOT_SIGNATURE_DESC rootSignatureDesc = {};
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rootSignatureDesc.Version = D3D_ROOT_SIGNATURE_VERSION_1;
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rootSignatureDesc.Version =
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D3D_ROOT_SIGNATURE_VERSION_1;
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rootSignatureDesc.Desc_1_0.NumParameters = 1;
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rootSignatureDesc.Desc_1_0.pParameters = &rootParam;
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rootSignatureDesc.Desc_1_0.NumStaticSamplers = samplerCount;
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@@ -140,7 +189,7 @@ bool CComputeEffect::InitCompute(const ComPtr<ID3D12Device3>& device,
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}
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D3D12_COMPUTE_PIPELINE_STATE_DESC psoDesc = {};
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psoDesc.pRootSignature = m_rootSignature.Get();
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psoDesc.pRootSignature = m_rootSignature.Get();
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psoDesc.CS.pShaderBytecode = blob->GetBufferPointer();
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psoDesc.CS.BytecodeLength = blob->GetBufferSize();
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@@ -180,6 +229,54 @@ void CComputeEffect::Bind(const ComPtr<ID3D12GraphicsCommandList>& commandList)
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0, m_descHeap->GetGPUDescriptorHandleForHeapStart());
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}
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void CComputeEffect::Dispatch(
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const ComPtr<ID3D12GraphicsCommandList>& commandList)
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{
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Bind(commandList);
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commandList->Dispatch(m_threadsX, m_threadsY, 1);
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}
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D3D12_CPU_DESCRIPTOR_HANDLE CComputeEffect::Handle(
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const ComPtr<ID3D12Device3>& device, UINT index) const
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{
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D3D12_CPU_DESCRIPTOR_HANDLE handle =
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m_descHeap->GetCPUDescriptorHandleForHeapStart();
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handle.ptr += index * device->GetDescriptorHandleIncrementSize(
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D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
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return handle;
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}
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void CComputeEffect::CBV(const ComPtr<ID3D12Device3>& device, UINT index,
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ID3D12Resource * resource, size_t size) const
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{
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D3D12_CONSTANT_BUFFER_VIEW_DESC desc = {};
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desc.BufferLocation = resource->GetGPUVirtualAddress();
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desc.SizeInBytes = (UINT)PostProcessUtil::AlignTo(size,
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(size_t)D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT);
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device->CreateConstantBufferView(&desc, Handle(device, index));
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}
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void CComputeEffect::SRV(const ComPtr<ID3D12Device3>& device, UINT index,
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ID3D12Resource * resource, DXGI_FORMAT format) const
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{
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D3D12_SHADER_RESOURCE_VIEW_DESC desc = {};
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desc.Format = format;
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desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
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desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
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desc.Texture2D.MipLevels = 1;
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device->CreateShaderResourceView(resource, &desc, Handle(device, index));
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}
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void CComputeEffect::UAV(const ComPtr<ID3D12Device3>& device, UINT index,
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ID3D12Resource * resource, DXGI_FORMAT format) const
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{
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D3D12_UNORDERED_ACCESS_VIEW_DESC desc = {};
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desc.Format = format;
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desc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
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device->CreateUnorderedAccessView(
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resource, nullptr, &desc, Handle(device, index));
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}
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void CComputeEffect::TransitionDst(
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const ComPtr<ID3D12GraphicsCommandList>& commandList,
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D3D12_RESOURCE_STATES before, D3D12_RESOURCE_STATES after)
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@@ -22,6 +22,7 @@
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#include "postprocess/CPostProcessor.h"
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#include <cstddef>
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#define POST_PROCESS_THREADS_STR "8"
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@@ -39,6 +40,18 @@ namespace PostProcessUtil
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const D3D12_RESOURCE_DESC& desc, ComPtr<ID3D12Resource>& resource);
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bool CreateDefaultBuffer(const ComPtr<ID3D12Device3>& device,
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UINT64 size, ComPtr<ID3D12Resource>& resource);
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HRESULT CreateUploadBuffer(const ComPtr<ID3D12Device3>& device,
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size_t size, ComPtr<ID3D12Resource>& resource);
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HRESULT Upload(const ComPtr<ID3D12Resource>& resource,
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const void * data, size_t size);
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D3D12_DESCRIPTOR_RANGE Range(
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D3D12_DESCRIPTOR_RANGE_TYPE type, UINT shaderRegister);
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static constexpr unsigned Groups(unsigned value)
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{
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return (value + (Threads - 1)) / Threads;
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}
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}
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class CComputeEffect : public CPostProcessEffect
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@@ -48,8 +61,8 @@ protected:
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ComPtr<ID3D12PipelineState> m_pso;
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ComPtr<ID3D12DescriptorHeap> m_descHeap;
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ComPtr<ID3D12Resource> m_dst;
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unsigned m_threadsX = 0;
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unsigned m_threadsY = 0;
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unsigned m_threadsX = 0;
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unsigned m_threadsY = 0;
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bool InitCompute(const ComPtr<ID3D12Device3>& device,
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const D3D12_DESCRIPTOR_RANGE * ranges, UINT rangeCount,
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@@ -57,6 +70,16 @@ protected:
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const char * shader);
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void Bind(const ComPtr<ID3D12GraphicsCommandList>& commandList);
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void Dispatch(const ComPtr<ID3D12GraphicsCommandList>& commandList);
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D3D12_CPU_DESCRIPTOR_HANDLE Handle(
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const ComPtr<ID3D12Device3>& device, UINT index) const;
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void CBV(const ComPtr<ID3D12Device3>& device, UINT index,
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ID3D12Resource * resource, size_t size) const;
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void SRV(const ComPtr<ID3D12Device3>& device, UINT index,
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ID3D12Resource * resource, DXGI_FORMAT format) const;
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void UAV(const ComPtr<ID3D12Device3>& device, UINT index,
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ID3D12Resource * resource, DXGI_FORMAT format) const;
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void TransitionDst(const ComPtr<ID3D12GraphicsCommandList>& commandList,
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D3D12_RESOURCE_STATES before, D3D12_RESOURCE_STATES after);
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@@ -27,7 +27,6 @@
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#include <cmath>
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#include <cwchar>
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#include <cwctype>
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#include <cstring>
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using namespace PostProcessUtil;
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@@ -108,19 +107,12 @@ bool CDownsampleEffect::Init(const ComPtr<ID3D12Device3>& device)
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sampler.ShaderRegister = 0;
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sampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
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D3D12_DESCRIPTOR_RANGE ranges[3] = {};
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ranges[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV;
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ranges[0].NumDescriptors = 1;
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ranges[0].BaseShaderRegister = 0;
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ranges[0].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
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ranges[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
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ranges[1].NumDescriptors = 1;
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ranges[1].BaseShaderRegister = 0;
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ranges[1].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
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ranges[2].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
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ranges[2].NumDescriptors = 1;
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ranges[2].BaseShaderRegister = 0;
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ranges[2].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
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D3D12_DESCRIPTOR_RANGE ranges[] =
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{
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Range(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 0),
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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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"cbuffer Constants : register(b0)\n"
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@@ -144,22 +136,9 @@ bool CDownsampleEffect::Init(const ComPtr<ID3D12Device3>& device)
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if (!InitCompute(device, ranges, ARRAYSIZE(ranges), &sampler, 1, shader))
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return false;
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||||
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D3D12_HEAP_PROPERTIES heapProps = {};
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||||
heapProps.Type = D3D12_HEAP_TYPE_UPLOAD;
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||||
D3D12_RESOURCE_DESC desc = {};
|
||||
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
|
||||
desc.Width = AlignTo(sizeof(m_consts),
|
||||
const size_t size = AlignTo(sizeof(m_consts),
|
||||
(size_t)D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT);
|
||||
desc.Height = 1;
|
||||
desc.DepthOrArraySize = 1;
|
||||
desc.MipLevels = 1;
|
||||
desc.SampleDesc.Count = 1;
|
||||
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
|
||||
|
||||
HRESULT hr = device->CreateCommittedResource(&heapProps,
|
||||
D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ,
|
||||
nullptr, IID_PPV_ARGS(&m_constBuffer));
|
||||
const HRESULT hr = CreateUploadBuffer(device, size, m_constBuffer);
|
||||
if (FAILED(hr))
|
||||
{
|
||||
DEBUG_ERROR_HR(hr, "Failed to create Downsample constant buffer");
|
||||
@@ -189,26 +168,21 @@ PostProcessStatus CDownsampleEffect::SetFormat(
|
||||
m_consts.width = (float)rule->targetX;
|
||||
m_consts.height = (float)rule->targetY;
|
||||
|
||||
void * data = nullptr;
|
||||
D3D12_RANGE readRange = { 0, 0 };
|
||||
HRESULT hr = m_constBuffer->Map(0, &readRange, &data);
|
||||
const HRESULT hr = Upload(m_constBuffer, &m_consts, sizeof(m_consts));
|
||||
if (FAILED(hr))
|
||||
{
|
||||
DEBUG_ERROR_HR(hr, "Failed to map Downsample constant buffer");
|
||||
return PostProcessStatus::FAILED;
|
||||
}
|
||||
std::memcpy(data, &m_consts, sizeof(m_consts));
|
||||
m_constBuffer->Unmap(0, nullptr);
|
||||
|
||||
m_threadsX = ((unsigned)desc.Width + (Threads - 1)) / Threads;
|
||||
m_threadsY = ((unsigned)desc.Height + (Threads - 1)) / Threads;
|
||||
m_threadsX = Groups((unsigned)desc.Width);
|
||||
m_threadsY = Groups(desc.Height);
|
||||
m_format = src.desc.Format;
|
||||
m_scaleX = (double)desc.Width / src.desc.Width;
|
||||
m_scaleY = (double)desc.Height / src.desc.Height;
|
||||
m_width = (unsigned)desc.Width;
|
||||
m_height = desc.Height;
|
||||
|
||||
dst.desc = desc;
|
||||
dst.desc = desc;
|
||||
dst.width = (unsigned)desc.Width;
|
||||
dst.height = desc.Height;
|
||||
return PostProcessStatus::SUCCESS;
|
||||
@@ -244,33 +218,10 @@ ComPtr<ID3D12Resource> CDownsampleEffect::Run(
|
||||
TransitionDst(commandList, D3D12_RESOURCE_STATE_COMMON,
|
||||
D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
|
||||
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE handle =
|
||||
m_descHeap->GetCPUDescriptorHandleForHeapStart();
|
||||
const UINT inc = device->GetDescriptorHandleIncrementSize(
|
||||
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
|
||||
|
||||
D3D12_CONSTANT_BUFFER_VIEW_DESC cbvDesc = {};
|
||||
cbvDesc.BufferLocation = m_constBuffer->GetGPUVirtualAddress();
|
||||
cbvDesc.SizeInBytes = (UINT)AlignTo(sizeof(m_consts),
|
||||
(size_t)D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT);
|
||||
device->CreateConstantBufferView(&cbvDesc, handle);
|
||||
handle.ptr += inc;
|
||||
|
||||
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
|
||||
srvDesc.Format = m_format;
|
||||
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
|
||||
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
|
||||
srvDesc.Texture2D.MipLevels = 1;
|
||||
device->CreateShaderResourceView(src.Get(), &srvDesc, handle);
|
||||
handle.ptr += inc;
|
||||
|
||||
D3D12_UNORDERED_ACCESS_VIEW_DESC uavDesc = {};
|
||||
uavDesc.Format = m_format;
|
||||
uavDesc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
|
||||
device->CreateUnorderedAccessView(m_dst.Get(), nullptr, &uavDesc, handle);
|
||||
|
||||
Bind(commandList);
|
||||
commandList->Dispatch(m_threadsX, m_threadsY, 1);
|
||||
CBV(device, 0, m_constBuffer.Get(), sizeof(m_consts));
|
||||
SRV(device, 1, src.Get(), m_format);
|
||||
UAV(device, 2, m_dst.Get(), m_format);
|
||||
Dispatch(commandList);
|
||||
|
||||
TransitionDst(commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
|
||||
D3D12_RESOURCE_STATE_COMMON);
|
||||
|
||||
@@ -30,9 +30,9 @@ class CDownsampleEffect : public CComputeEffect
|
||||
private:
|
||||
struct Rule
|
||||
{
|
||||
bool greater = false;
|
||||
unsigned x = 0;
|
||||
unsigned y = 0;
|
||||
bool greater = false;
|
||||
unsigned x = 0;
|
||||
unsigned y = 0;
|
||||
unsigned targetX = 0;
|
||||
unsigned targetY = 0;
|
||||
};
|
||||
|
||||
@@ -22,25 +22,16 @@
|
||||
|
||||
#include "CDebug.h"
|
||||
|
||||
#include <cstring>
|
||||
|
||||
using namespace PostProcessUtil;
|
||||
|
||||
bool CHDR16to10Effect::Init(const ComPtr<ID3D12Device3>& device)
|
||||
{
|
||||
D3D12_DESCRIPTOR_RANGE ranges[3] = {};
|
||||
ranges[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV;
|
||||
ranges[0].NumDescriptors = 1;
|
||||
ranges[0].BaseShaderRegister = 0;
|
||||
ranges[0].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
|
||||
ranges[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
|
||||
ranges[1].NumDescriptors = 1;
|
||||
ranges[1].BaseShaderRegister = 0;
|
||||
ranges[1].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
|
||||
ranges[2].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
|
||||
ranges[2].NumDescriptors = 1;
|
||||
ranges[2].BaseShaderRegister = 0;
|
||||
ranges[2].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
|
||||
D3D12_DESCRIPTOR_RANGE ranges[] =
|
||||
{
|
||||
Range(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 0),
|
||||
Range(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0),
|
||||
Range(D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 0),
|
||||
};
|
||||
|
||||
const char * shader =
|
||||
"cbuffer Constants : register(b0)\n"
|
||||
@@ -77,35 +68,18 @@ bool CHDR16to10Effect::Init(const ComPtr<ID3D12Device3>& device)
|
||||
if (!InitCompute(device, ranges, ARRAYSIZE(ranges), nullptr, 0, shader))
|
||||
return false;
|
||||
|
||||
D3D12_HEAP_PROPERTIES heapProps = {};
|
||||
heapProps.Type = D3D12_HEAP_TYPE_UPLOAD;
|
||||
|
||||
D3D12_RESOURCE_DESC desc = {};
|
||||
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
|
||||
desc.Width = AlignTo(sizeof(m_consts),
|
||||
const size_t size = AlignTo(sizeof(m_consts),
|
||||
(size_t)D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT);
|
||||
desc.Height = 1;
|
||||
desc.DepthOrArraySize = 1;
|
||||
desc.MipLevels = 1;
|
||||
desc.SampleDesc.Count = 1;
|
||||
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
|
||||
|
||||
HRESULT hr = device->CreateCommittedResource(&heapProps,
|
||||
D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ,
|
||||
nullptr, IID_PPV_ARGS(&m_constBuffer));
|
||||
HRESULT hr = CreateUploadBuffer(device, size, m_constBuffer);
|
||||
if (FAILED(hr))
|
||||
{
|
||||
DEBUG_ERROR_HR(hr, "Failed to create HDR16to10 constant buffer");
|
||||
return false;
|
||||
}
|
||||
|
||||
void * data = nullptr;
|
||||
D3D12_RANGE readRange = { 0, 0 };
|
||||
hr = m_constBuffer->Map(0, &readRange, &data);
|
||||
hr = Upload(m_constBuffer, &m_consts, sizeof(m_consts));
|
||||
if (FAILED(hr))
|
||||
return false;
|
||||
std::memcpy(data, &m_consts, sizeof(m_consts));
|
||||
m_constBuffer->Unmap(0, nullptr);
|
||||
|
||||
return true;
|
||||
}
|
||||
@@ -124,8 +98,8 @@ PostProcessStatus CHDR16to10Effect::SetFormat(
|
||||
if (!CreateDefaultTexture(device, desc, m_dst))
|
||||
return PostProcessStatus::FAILED;
|
||||
|
||||
m_threadsX = ((unsigned)desc.Width + (Threads - 1)) / Threads;
|
||||
m_threadsY = ((unsigned)desc.Height + (Threads - 1)) / Threads;
|
||||
m_threadsX = Groups((unsigned)desc.Width);
|
||||
m_threadsY = Groups(desc.Height);
|
||||
|
||||
dst.desc = desc;
|
||||
dst.format = FRAME_TYPE_RGBA10;
|
||||
@@ -151,33 +125,10 @@ ComPtr<ID3D12Resource> CHDR16to10Effect::Run(
|
||||
TransitionDst(commandList, D3D12_RESOURCE_STATE_COMMON,
|
||||
D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
|
||||
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE handle =
|
||||
m_descHeap->GetCPUDescriptorHandleForHeapStart();
|
||||
const UINT inc = device->GetDescriptorHandleIncrementSize(
|
||||
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
|
||||
|
||||
D3D12_CONSTANT_BUFFER_VIEW_DESC cbvDesc = {};
|
||||
cbvDesc.BufferLocation = m_constBuffer->GetGPUVirtualAddress();
|
||||
cbvDesc.SizeInBytes = (UINT)AlignTo(sizeof(m_consts),
|
||||
(size_t)D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT);
|
||||
device->CreateConstantBufferView(&cbvDesc, handle);
|
||||
handle.ptr += inc;
|
||||
|
||||
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
|
||||
srvDesc.Format = DXGI_FORMAT_R16G16B16A16_FLOAT;
|
||||
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
|
||||
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
|
||||
srvDesc.Texture2D.MipLevels = 1;
|
||||
device->CreateShaderResourceView(src.Get(), &srvDesc, handle);
|
||||
handle.ptr += inc;
|
||||
|
||||
D3D12_UNORDERED_ACCESS_VIEW_DESC uavDesc = {};
|
||||
uavDesc.Format = DXGI_FORMAT_R10G10B10A2_UNORM;
|
||||
uavDesc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
|
||||
device->CreateUnorderedAccessView(m_dst.Get(), nullptr, &uavDesc, handle);
|
||||
|
||||
Bind(commandList);
|
||||
commandList->Dispatch(m_threadsX, m_threadsY, 1);
|
||||
CBV(device, 0, m_constBuffer.Get(), sizeof(m_consts));
|
||||
SRV(device, 1, src.Get(), DXGI_FORMAT_R16G16B16A16_FLOAT);
|
||||
UAV(device, 2, m_dst.Get(), DXGI_FORMAT_R10G10B10A2_UNORM);
|
||||
Dispatch(commandList);
|
||||
|
||||
TransitionDst(commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
|
||||
D3D12_RESOURCE_STATE_COMMON);
|
||||
|
||||
@@ -78,8 +78,8 @@ struct CRGB24Effect::State
|
||||
|
||||
static bool IsEligible(const D12FrameFormat& format)
|
||||
{
|
||||
if (format.hdr ||
|
||||
format.desc.Dimension != D3D12_RESOURCE_DIMENSION_TEXTURE2D ||
|
||||
if (format.hdr ||
|
||||
format.desc.Dimension != D3D12_RESOURCE_DIMENSION_TEXTURE2D ||
|
||||
format.desc.Format != DXGI_FORMAT_B8G8R8A8_UNORM)
|
||||
return false;
|
||||
|
||||
@@ -123,16 +123,17 @@ struct CRGB24Effect::State
|
||||
{
|
||||
CSRWExclusiveLock guard(lock);
|
||||
|
||||
const bool formatChanged = !formatValid ||
|
||||
format.resourceDimension != next.desc.Dimension ||
|
||||
format.resourceWidth != next.desc.Width ||
|
||||
format.resourceHeight != next.desc.Height ||
|
||||
format.resourceFormat != next.desc.Format ||
|
||||
format.width != next.width ||
|
||||
format.height != next.height ||
|
||||
format.format != next.format ||
|
||||
format.hdr != next.hdr ||
|
||||
format.hdrPQ != next.hdrPQ ||
|
||||
const bool formatChanged =
|
||||
!formatValid ||
|
||||
format.resourceDimension != next.desc.Dimension ||
|
||||
format.resourceWidth != next.desc.Width ||
|
||||
format.resourceHeight != next.desc.Height ||
|
||||
format.resourceFormat != next.desc.Format ||
|
||||
format.width != next.width ||
|
||||
format.height != next.height ||
|
||||
format.format != next.format ||
|
||||
format.hdr != next.hdr ||
|
||||
format.hdrPQ != next.hdrPQ ||
|
||||
format.colorTransform != next.colorTransform;
|
||||
|
||||
if (formatChanged)
|
||||
@@ -194,7 +195,8 @@ struct CRGB24Effect::State
|
||||
const uint64_t threshold = relativeThreshold > 50000ULL ?
|
||||
relativeThreshold : 50000ULL;
|
||||
// Prefer the bandwidth saving unless native is meaningfully faster.
|
||||
const bool usePacked = packedMean <= nativeMean ||
|
||||
const bool usePacked =
|
||||
packedMean <= nativeMean ||
|
||||
packedMean - nativeMean <= threshold;
|
||||
|
||||
DEBUG_INFO(
|
||||
@@ -281,15 +283,11 @@ bool CRGB24Effect::Init(const ComPtr<ID3D12Device3>& device)
|
||||
if (!g_settings.ReadBoolValue(L"AllowRGB24", true))
|
||||
return false;
|
||||
|
||||
D3D12_DESCRIPTOR_RANGE ranges[2] = {};
|
||||
ranges[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
|
||||
ranges[0].NumDescriptors = 1;
|
||||
ranges[0].BaseShaderRegister = 0;
|
||||
ranges[0].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
|
||||
ranges[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
|
||||
ranges[1].NumDescriptors = 1;
|
||||
ranges[1].BaseShaderRegister = 0;
|
||||
ranges[1].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
|
||||
D3D12_DESCRIPTOR_RANGE ranges[] =
|
||||
{
|
||||
Range(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0),
|
||||
Range(D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 0),
|
||||
};
|
||||
|
||||
const char * shader =
|
||||
"Texture2D<float4> src : register(t0);\n"
|
||||
@@ -483,7 +481,8 @@ PostProcessStatus CRGB24Effect::SetFormat(const ComPtr<ID3D12Device3>& device,
|
||||
|
||||
const UINT64 packedPitch = AlignTo<UINT64>(
|
||||
src.desc.Width * 3, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT);
|
||||
if (!src.desc.Height || packedPitch > LONG_MAX ||
|
||||
if (!src.desc.Height ||
|
||||
packedPitch > LONG_MAX ||
|
||||
packedPitch > UINT64_MAX / src.desc.Height)
|
||||
{
|
||||
m_state->Reject();
|
||||
@@ -495,7 +494,8 @@ PostProcessStatus CRGB24Effect::SetFormat(const ComPtr<ID3D12Device3>& device,
|
||||
const UINT64 maxUAVSize =
|
||||
(1ULL << D3D12_REQ_BUFFER_RESOURCE_TEXEL_COUNT_2_TO_EXP) *
|
||||
sizeof(uint32_t);
|
||||
if (bufferSize > UINT32_MAX || bufferSize > maxUAVSize)
|
||||
if (bufferSize > UINT32_MAX ||
|
||||
bufferSize > maxUAVSize)
|
||||
{
|
||||
m_state->Reject();
|
||||
m_dst.Reset();
|
||||
@@ -510,8 +510,8 @@ PostProcessStatus CRGB24Effect::SetFormat(const ComPtr<ID3D12Device3>& device,
|
||||
}
|
||||
|
||||
const unsigned dataWidth = (unsigned)(packedPitch / 4);
|
||||
m_threadsX = (dataWidth + (Threads - 1)) / Threads;
|
||||
m_threadsY = (src.desc.Height + (Threads - 1)) / Threads;
|
||||
m_threadsX = Groups(dataWidth);
|
||||
m_threadsY = Groups(src.desc.Height);
|
||||
m_width = (unsigned)src.desc.Width;
|
||||
m_height = src.desc.Height;
|
||||
m_pitch = (unsigned)packedPitch;
|
||||
@@ -535,18 +535,7 @@ ComPtr<ID3D12Resource> CRGB24Effect::Run(const ComPtr<ID3D12Device3>& device,
|
||||
TransitionDst(commandList, D3D12_RESOURCE_STATE_COMMON,
|
||||
D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
|
||||
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE handle =
|
||||
m_descHeap->GetCPUDescriptorHandleForHeapStart();
|
||||
const UINT inc = device->GetDescriptorHandleIncrementSize(
|
||||
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
|
||||
|
||||
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
|
||||
srvDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
|
||||
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
|
||||
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
|
||||
srvDesc.Texture2D.MipLevels = 1;
|
||||
device->CreateShaderResourceView(src.Get(), &srvDesc, handle);
|
||||
handle.ptr += inc;
|
||||
SRV(device, 0, src.Get(), DXGI_FORMAT_B8G8R8A8_UNORM);
|
||||
|
||||
D3D12_UNORDERED_ACCESS_VIEW_DESC uavDesc = {};
|
||||
uavDesc.Format = DXGI_FORMAT_R32_TYPELESS;
|
||||
@@ -555,10 +544,10 @@ ComPtr<ID3D12Resource> CRGB24Effect::Run(const ComPtr<ID3D12Device3>& device,
|
||||
uavDesc.Buffer.StructureByteStride = 0;
|
||||
uavDesc.Buffer.CounterOffsetInBytes = 0;
|
||||
uavDesc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_RAW;
|
||||
device->CreateUnorderedAccessView(m_dst.Get(), nullptr, &uavDesc, handle);
|
||||
device->CreateUnorderedAccessView(
|
||||
m_dst.Get(), nullptr, &uavDesc, Handle(device, 1));
|
||||
|
||||
Bind(commandList);
|
||||
commandList->Dispatch(m_threadsX, m_threadsY, 1);
|
||||
Dispatch(commandList);
|
||||
|
||||
TransitionDst(commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
|
||||
D3D12_RESOURCE_STATE_COMMON);
|
||||
|
||||
Reference in New Issue
Block a user