[idd] postprocess: centralize compute effect utilities

This commit is contained in:
Geoffrey McRae
2026-08-13 21:48:37 +10:00
parent af309de438
commit 8c21f61e91
7 changed files with 213 additions and 266 deletions

View File

@@ -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);