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https://github.com/gnif/LookingGlass.git
synced 2026-08-22 15:11:31 +00:00
[idd] postprocess: centralize compute effect utilities
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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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