[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

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@@ -34,60 +34,17 @@ namespace
TRANSFER_SRGB, TRANSFER_SRGB,
TRANSFER_PQ, TRANSFER_PQ,
}; };
bool CreateUploadBuffer(const ComPtr<ID3D12Device3>& device, size_t size,
ComPtr<ID3D12Resource>& resource)
{
D3D12_HEAP_PROPERTIES heapProps = {};
heapProps.Type = D3D12_HEAP_TYPE_UPLOAD;
D3D12_RESOURCE_DESC desc = {};
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
desc.Width = size;
desc.Height = 1;
desc.DepthOrArraySize = 1;
desc.MipLevels = 1;
desc.SampleDesc.Count = 1;
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
const HRESULT hr = device->CreateCommittedResource(&heapProps,
D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr, IID_PPV_ARGS(&resource));
return SUCCEEDED(hr);
}
bool Upload(const ComPtr<ID3D12Resource>& resource,
const void * data, size_t size)
{
void * dst = nullptr;
const D3D12_RANGE readRange = { 0, 0 };
if (FAILED(resource->Map(0, &readRange, &dst)))
return false;
std::memcpy(dst, data, size);
resource->Unmap(0, nullptr);
return true;
}
} }
bool CColorTransformEffect::Init(const ComPtr<ID3D12Device3>& device) bool CColorTransformEffect::Init(const ComPtr<ID3D12Device3>& device)
{ {
D3D12_DESCRIPTOR_RANGE ranges[4] = {}; D3D12_DESCRIPTOR_RANGE ranges[] =
ranges[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV; {
ranges[0].NumDescriptors = 1; Range(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 0),
ranges[0].BaseShaderRegister = 0; Range(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0),
ranges[0].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; Range(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1),
ranges[1].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; Range(D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 0),
ranges[1].NumDescriptors = 1; };
ranges[1].BaseShaderRegister = 0;
ranges[1].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
ranges[2].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
ranges[2].NumDescriptors = 1;
ranges[2].BaseShaderRegister = 1;
ranges[2].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
ranges[3].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
ranges[3].NumDescriptors = 1;
ranges[3].BaseShaderRegister = 0;
ranges[3].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
const char * shader = const char * shader =
"cbuffer Constants : register(b0)\n" "cbuffer Constants : register(b0)\n"
@@ -194,8 +151,9 @@ bool CColorTransformEffect::Init(const ComPtr<ID3D12Device3>& device)
const size_t constSize = AlignTo(sizeof(m_consts), const size_t constSize = AlignTo(sizeof(m_consts),
(size_t)D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT); (size_t)D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT);
if (!CreateUploadBuffer(device, constSize, m_constBuffer) || if (FAILED(CreateUploadBuffer(device, constSize, m_constBuffer)) ||
!CreateUploadBuffer(device, sizeof(float) * 4096 * 4, m_lutBuffer)) FAILED(CreateUploadBuffer(
device, sizeof(float) * 4096 * 4, m_lutBuffer)))
{ {
DEBUG_ERROR("Failed to create color transform buffers"); DEBUG_ERROR("Failed to create color transform buffers");
return false; return false;
@@ -261,8 +219,8 @@ PostProcessStatus CColorTransformEffect::SetFormat(
m_srcFormat = src.desc.Format; m_srcFormat = src.desc.Format;
m_dstFormat = dstFormat; m_dstFormat = dstFormat;
m_threadsX = ((unsigned)desc.Width + (Threads - 1)) / Threads; m_threadsX = Groups((unsigned)desc.Width);
m_threadsY = ((unsigned)desc.Height + (Threads - 1)) / Threads; m_threadsY = Groups(desc.Height);
dst.desc = desc; dst.desc = desc;
dst.format = frameType; dst.format = frameType;
@@ -285,8 +243,8 @@ ComPtr<ID3D12Resource> CColorTransformEffect::Run(
// upload buffers are guaranteed not to be in use by the GPU. // upload buffers are guaranteed not to be in use by the GPU.
if (m_uploadPending) if (m_uploadPending)
{ {
if (!Upload(m_constBuffer, &m_consts, sizeof(m_consts)) || if (FAILED(Upload(m_constBuffer, &m_consts, sizeof(m_consts))) ||
!Upload(m_lutBuffer, m_lut, sizeof(m_lut))) FAILED(Upload(m_lutBuffer, m_lut, sizeof(m_lut))))
DEBUG_ERROR("Failed to upload display color transform"); DEBUG_ERROR("Failed to upload display color transform");
else else
m_uploadPending = false; m_uploadPending = false;
@@ -295,41 +253,19 @@ ComPtr<ID3D12Resource> CColorTransformEffect::Run(
TransitionDst(commandList, D3D12_RESOURCE_STATE_COMMON, TransitionDst(commandList, D3D12_RESOURCE_STATE_COMMON,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS); D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
D3D12_CPU_DESCRIPTOR_HANDLE handle = CBV(device, 0, m_constBuffer.Get(), sizeof(m_consts));
m_descHeap->GetCPUDescriptorHandleForHeapStart(); SRV(device, 1, src.Get(), m_srcFormat);
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_srcFormat;
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_SHADER_RESOURCE_VIEW_DESC lutDesc = {}; D3D12_SHADER_RESOURCE_VIEW_DESC lutDesc = {};
lutDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; lutDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
lutDesc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER; lutDesc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
lutDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; lutDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
lutDesc.Buffer.NumElements = 4096; lutDesc.Buffer.NumElements = 4096;
device->CreateShaderResourceView(m_lutBuffer.Get(), &lutDesc, handle); device->CreateShaderResourceView(
handle.ptr += inc; m_lutBuffer.Get(), &lutDesc, Handle(device, 2));
D3D12_UNORDERED_ACCESS_VIEW_DESC uavDesc = {}; UAV(device, 3, m_dst.Get(), m_dstFormat);
uavDesc.Format = m_dstFormat; Dispatch(commandList);
uavDesc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
device->CreateUnorderedAccessView(m_dst.Get(), nullptr, &uavDesc, handle);
Bind(commandList);
commandList->Dispatch(m_threadsX, m_threadsY, 1);
TransitionDst(commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, TransitionDst(commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
D3D12_RESOURCE_STATE_COMMON); D3D12_RESOURCE_STATE_COMMON);

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@@ -73,6 +73,52 @@ namespace PostProcessUtil
desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS; desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
return CreateDefaultResource(device, desc, resource); return CreateDefaultResource(device, desc, resource);
} }
HRESULT CreateUploadBuffer(const ComPtr<ID3D12Device3>& device,
size_t size, ComPtr<ID3D12Resource>& resource)
{
D3D12_HEAP_PROPERTIES heapProps = {};
heapProps.Type = D3D12_HEAP_TYPE_UPLOAD;
D3D12_RESOURCE_DESC desc = {};
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
desc.Width = size;
desc.Height = 1;
desc.DepthOrArraySize = 1;
desc.MipLevels = 1;
desc.SampleDesc.Count = 1;
desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
return device->CreateCommittedResource(&heapProps,
D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr, IID_PPV_ARGS(&resource));
}
HRESULT Upload(const ComPtr<ID3D12Resource>& resource,
const void * data, size_t size)
{
void * dst = nullptr;
const D3D12_RANGE readRange = { 0, 0 };
const HRESULT hr = resource->Map(0, &readRange, &dst);
if (FAILED(hr))
return hr;
std::memcpy(dst, data, size);
resource->Unmap(0, nullptr);
return S_OK;
}
D3D12_DESCRIPTOR_RANGE Range(
D3D12_DESCRIPTOR_RANGE_TYPE type, UINT shaderRegister)
{
D3D12_DESCRIPTOR_RANGE range = {};
range.RangeType = type;
range.NumDescriptors = 1;
range.BaseShaderRegister = shaderRegister;
range.OffsetInDescriptorsFromTableStart =
D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND;
return range;
}
} }
bool CComputeEffect::InitCompute(const ComPtr<ID3D12Device3>& device, bool CComputeEffect::InitCompute(const ComPtr<ID3D12Device3>& device,
@@ -81,13 +127,16 @@ bool CComputeEffect::InitCompute(const ComPtr<ID3D12Device3>& device,
const char * shader) const char * shader)
{ {
D3D12_ROOT_PARAMETER rootParam = {}; D3D12_ROOT_PARAMETER rootParam = {};
rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; rootParam.ParameterType =
rootParam.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
rootParam.ShaderVisibility =
D3D12_SHADER_VISIBILITY_ALL;
rootParam.DescriptorTable.NumDescriptorRanges = rangeCount; rootParam.DescriptorTable.NumDescriptorRanges = rangeCount;
rootParam.DescriptorTable.pDescriptorRanges = ranges; rootParam.DescriptorTable.pDescriptorRanges = ranges;
D3D12_VERSIONED_ROOT_SIGNATURE_DESC rootSignatureDesc = {}; D3D12_VERSIONED_ROOT_SIGNATURE_DESC rootSignatureDesc = {};
rootSignatureDesc.Version = D3D_ROOT_SIGNATURE_VERSION_1; rootSignatureDesc.Version =
D3D_ROOT_SIGNATURE_VERSION_1;
rootSignatureDesc.Desc_1_0.NumParameters = 1; rootSignatureDesc.Desc_1_0.NumParameters = 1;
rootSignatureDesc.Desc_1_0.pParameters = &rootParam; rootSignatureDesc.Desc_1_0.pParameters = &rootParam;
rootSignatureDesc.Desc_1_0.NumStaticSamplers = samplerCount; rootSignatureDesc.Desc_1_0.NumStaticSamplers = samplerCount;
@@ -140,7 +189,7 @@ bool CComputeEffect::InitCompute(const ComPtr<ID3D12Device3>& device,
} }
D3D12_COMPUTE_PIPELINE_STATE_DESC psoDesc = {}; D3D12_COMPUTE_PIPELINE_STATE_DESC psoDesc = {};
psoDesc.pRootSignature = m_rootSignature.Get(); psoDesc.pRootSignature = m_rootSignature.Get();
psoDesc.CS.pShaderBytecode = blob->GetBufferPointer(); psoDesc.CS.pShaderBytecode = blob->GetBufferPointer();
psoDesc.CS.BytecodeLength = blob->GetBufferSize(); psoDesc.CS.BytecodeLength = blob->GetBufferSize();
@@ -180,6 +229,54 @@ void CComputeEffect::Bind(const ComPtr<ID3D12GraphicsCommandList>& commandList)
0, m_descHeap->GetGPUDescriptorHandleForHeapStart()); 0, m_descHeap->GetGPUDescriptorHandleForHeapStart());
} }
void CComputeEffect::Dispatch(
const ComPtr<ID3D12GraphicsCommandList>& commandList)
{
Bind(commandList);
commandList->Dispatch(m_threadsX, m_threadsY, 1);
}
D3D12_CPU_DESCRIPTOR_HANDLE CComputeEffect::Handle(
const ComPtr<ID3D12Device3>& device, UINT index) const
{
D3D12_CPU_DESCRIPTOR_HANDLE handle =
m_descHeap->GetCPUDescriptorHandleForHeapStart();
handle.ptr += index * device->GetDescriptorHandleIncrementSize(
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
return handle;
}
void CComputeEffect::CBV(const ComPtr<ID3D12Device3>& device, UINT index,
ID3D12Resource * resource, size_t size) const
{
D3D12_CONSTANT_BUFFER_VIEW_DESC desc = {};
desc.BufferLocation = resource->GetGPUVirtualAddress();
desc.SizeInBytes = (UINT)PostProcessUtil::AlignTo(size,
(size_t)D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT);
device->CreateConstantBufferView(&desc, Handle(device, index));
}
void CComputeEffect::SRV(const ComPtr<ID3D12Device3>& device, UINT index,
ID3D12Resource * resource, DXGI_FORMAT format) const
{
D3D12_SHADER_RESOURCE_VIEW_DESC desc = {};
desc.Format = format;
desc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
desc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
desc.Texture2D.MipLevels = 1;
device->CreateShaderResourceView(resource, &desc, Handle(device, index));
}
void CComputeEffect::UAV(const ComPtr<ID3D12Device3>& device, UINT index,
ID3D12Resource * resource, DXGI_FORMAT format) const
{
D3D12_UNORDERED_ACCESS_VIEW_DESC desc = {};
desc.Format = format;
desc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
device->CreateUnorderedAccessView(
resource, nullptr, &desc, Handle(device, index));
}
void CComputeEffect::TransitionDst( void CComputeEffect::TransitionDst(
const ComPtr<ID3D12GraphicsCommandList>& commandList, const ComPtr<ID3D12GraphicsCommandList>& commandList,
D3D12_RESOURCE_STATES before, D3D12_RESOURCE_STATES after) D3D12_RESOURCE_STATES before, D3D12_RESOURCE_STATES after)

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@@ -22,6 +22,7 @@
#include "postprocess/CPostProcessor.h" #include "postprocess/CPostProcessor.h"
#include <cstddef>
#define POST_PROCESS_THREADS_STR "8" #define POST_PROCESS_THREADS_STR "8"
@@ -39,6 +40,18 @@ namespace PostProcessUtil
const D3D12_RESOURCE_DESC& desc, ComPtr<ID3D12Resource>& resource); const D3D12_RESOURCE_DESC& desc, ComPtr<ID3D12Resource>& resource);
bool CreateDefaultBuffer(const ComPtr<ID3D12Device3>& device, bool CreateDefaultBuffer(const ComPtr<ID3D12Device3>& device,
UINT64 size, ComPtr<ID3D12Resource>& resource); UINT64 size, ComPtr<ID3D12Resource>& resource);
HRESULT CreateUploadBuffer(const ComPtr<ID3D12Device3>& device,
size_t size, ComPtr<ID3D12Resource>& resource);
HRESULT Upload(const ComPtr<ID3D12Resource>& resource,
const void * data, size_t size);
D3D12_DESCRIPTOR_RANGE Range(
D3D12_DESCRIPTOR_RANGE_TYPE type, UINT shaderRegister);
static constexpr unsigned Groups(unsigned value)
{
return (value + (Threads - 1)) / Threads;
}
} }
class CComputeEffect : public CPostProcessEffect class CComputeEffect : public CPostProcessEffect
@@ -48,8 +61,8 @@ protected:
ComPtr<ID3D12PipelineState> m_pso; ComPtr<ID3D12PipelineState> m_pso;
ComPtr<ID3D12DescriptorHeap> m_descHeap; ComPtr<ID3D12DescriptorHeap> m_descHeap;
ComPtr<ID3D12Resource> m_dst; ComPtr<ID3D12Resource> m_dst;
unsigned m_threadsX = 0; unsigned m_threadsX = 0;
unsigned m_threadsY = 0; unsigned m_threadsY = 0;
bool InitCompute(const ComPtr<ID3D12Device3>& device, bool InitCompute(const ComPtr<ID3D12Device3>& device,
const D3D12_DESCRIPTOR_RANGE * ranges, UINT rangeCount, const D3D12_DESCRIPTOR_RANGE * ranges, UINT rangeCount,
@@ -57,6 +70,16 @@ protected:
const char * shader); const char * shader);
void Bind(const ComPtr<ID3D12GraphicsCommandList>& commandList); void Bind(const ComPtr<ID3D12GraphicsCommandList>& commandList);
void Dispatch(const ComPtr<ID3D12GraphicsCommandList>& commandList);
D3D12_CPU_DESCRIPTOR_HANDLE Handle(
const ComPtr<ID3D12Device3>& device, UINT index) const;
void CBV(const ComPtr<ID3D12Device3>& device, UINT index,
ID3D12Resource * resource, size_t size) const;
void SRV(const ComPtr<ID3D12Device3>& device, UINT index,
ID3D12Resource * resource, DXGI_FORMAT format) const;
void UAV(const ComPtr<ID3D12Device3>& device, UINT index,
ID3D12Resource * resource, DXGI_FORMAT format) const;
void TransitionDst(const ComPtr<ID3D12GraphicsCommandList>& commandList, void TransitionDst(const ComPtr<ID3D12GraphicsCommandList>& commandList,
D3D12_RESOURCE_STATES before, D3D12_RESOURCE_STATES after); D3D12_RESOURCE_STATES before, D3D12_RESOURCE_STATES after);

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@@ -27,7 +27,6 @@
#include <cmath> #include <cmath>
#include <cwchar> #include <cwchar>
#include <cwctype> #include <cwctype>
#include <cstring>
using namespace PostProcessUtil; using namespace PostProcessUtil;
@@ -108,19 +107,12 @@ bool CDownsampleEffect::Init(const ComPtr<ID3D12Device3>& device)
sampler.ShaderRegister = 0; sampler.ShaderRegister = 0;
sampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL; sampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
D3D12_DESCRIPTOR_RANGE ranges[3] = {}; D3D12_DESCRIPTOR_RANGE ranges[] =
ranges[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV; {
ranges[0].NumDescriptors = 1; Range(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 0),
ranges[0].BaseShaderRegister = 0; Range(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0),
ranges[0].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; Range(D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 0),
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;
const char * shader = const char * shader =
"cbuffer Constants : register(b0)\n" "cbuffer Constants : register(b0)\n"
@@ -144,22 +136,9 @@ bool CDownsampleEffect::Init(const ComPtr<ID3D12Device3>& device)
if (!InitCompute(device, ranges, ARRAYSIZE(ranges), &sampler, 1, shader)) if (!InitCompute(device, ranges, ARRAYSIZE(ranges), &sampler, 1, shader))
return false; return false;
D3D12_HEAP_PROPERTIES heapProps = {}; const size_t size = AlignTo(sizeof(m_consts),
heapProps.Type = D3D12_HEAP_TYPE_UPLOAD;
D3D12_RESOURCE_DESC desc = {};
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
desc.Width = AlignTo(sizeof(m_consts),
(size_t)D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT); (size_t)D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT);
desc.Height = 1; const HRESULT hr = CreateUploadBuffer(device, size, m_constBuffer);
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));
if (FAILED(hr)) if (FAILED(hr))
{ {
DEBUG_ERROR_HR(hr, "Failed to create Downsample constant buffer"); 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.width = (float)rule->targetX;
m_consts.height = (float)rule->targetY; m_consts.height = (float)rule->targetY;
void * data = nullptr; const HRESULT hr = Upload(m_constBuffer, &m_consts, sizeof(m_consts));
D3D12_RANGE readRange = { 0, 0 };
HRESULT hr = m_constBuffer->Map(0, &readRange, &data);
if (FAILED(hr)) if (FAILED(hr))
{ {
DEBUG_ERROR_HR(hr, "Failed to map Downsample constant buffer"); DEBUG_ERROR_HR(hr, "Failed to map Downsample constant buffer");
return PostProcessStatus::FAILED; return PostProcessStatus::FAILED;
} }
std::memcpy(data, &m_consts, sizeof(m_consts)); m_threadsX = Groups((unsigned)desc.Width);
m_constBuffer->Unmap(0, nullptr); m_threadsY = Groups(desc.Height);
m_threadsX = ((unsigned)desc.Width + (Threads - 1)) / Threads;
m_threadsY = ((unsigned)desc.Height + (Threads - 1)) / Threads;
m_format = src.desc.Format; m_format = src.desc.Format;
m_scaleX = (double)desc.Width / src.desc.Width; m_scaleX = (double)desc.Width / src.desc.Width;
m_scaleY = (double)desc.Height / src.desc.Height; m_scaleY = (double)desc.Height / src.desc.Height;
m_width = (unsigned)desc.Width; m_width = (unsigned)desc.Width;
m_height = desc.Height; m_height = desc.Height;
dst.desc = desc; dst.desc = desc;
dst.width = (unsigned)desc.Width; dst.width = (unsigned)desc.Width;
dst.height = desc.Height; dst.height = desc.Height;
return PostProcessStatus::SUCCESS; return PostProcessStatus::SUCCESS;
@@ -244,33 +218,10 @@ ComPtr<ID3D12Resource> CDownsampleEffect::Run(
TransitionDst(commandList, D3D12_RESOURCE_STATE_COMMON, TransitionDst(commandList, D3D12_RESOURCE_STATE_COMMON,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS); D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
D3D12_CPU_DESCRIPTOR_HANDLE handle = CBV(device, 0, m_constBuffer.Get(), sizeof(m_consts));
m_descHeap->GetCPUDescriptorHandleForHeapStart(); SRV(device, 1, src.Get(), m_format);
const UINT inc = device->GetDescriptorHandleIncrementSize( UAV(device, 2, m_dst.Get(), m_format);
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); Dispatch(commandList);
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);
TransitionDst(commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, TransitionDst(commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
D3D12_RESOURCE_STATE_COMMON); D3D12_RESOURCE_STATE_COMMON);

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@@ -30,9 +30,9 @@ class CDownsampleEffect : public CComputeEffect
private: private:
struct Rule struct Rule
{ {
bool greater = false; bool greater = false;
unsigned x = 0; unsigned x = 0;
unsigned y = 0; unsigned y = 0;
unsigned targetX = 0; unsigned targetX = 0;
unsigned targetY = 0; unsigned targetY = 0;
}; };

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@@ -22,25 +22,16 @@
#include "CDebug.h" #include "CDebug.h"
#include <cstring>
using namespace PostProcessUtil; using namespace PostProcessUtil;
bool CHDR16to10Effect::Init(const ComPtr<ID3D12Device3>& device) bool CHDR16to10Effect::Init(const ComPtr<ID3D12Device3>& device)
{ {
D3D12_DESCRIPTOR_RANGE ranges[3] = {}; D3D12_DESCRIPTOR_RANGE ranges[] =
ranges[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV; {
ranges[0].NumDescriptors = 1; Range(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 0),
ranges[0].BaseShaderRegister = 0; Range(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0),
ranges[0].OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND; Range(D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 0),
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;
const char * shader = const char * shader =
"cbuffer Constants : register(b0)\n" "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)) if (!InitCompute(device, ranges, ARRAYSIZE(ranges), nullptr, 0, shader))
return false; return false;
D3D12_HEAP_PROPERTIES heapProps = {}; const size_t size = AlignTo(sizeof(m_consts),
heapProps.Type = D3D12_HEAP_TYPE_UPLOAD;
D3D12_RESOURCE_DESC desc = {};
desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
desc.Width = AlignTo(sizeof(m_consts),
(size_t)D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT); (size_t)D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT);
desc.Height = 1; HRESULT hr = CreateUploadBuffer(device, size, m_constBuffer);
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));
if (FAILED(hr)) if (FAILED(hr))
{ {
DEBUG_ERROR_HR(hr, "Failed to create HDR16to10 constant buffer"); DEBUG_ERROR_HR(hr, "Failed to create HDR16to10 constant buffer");
return false; return false;
} }
void * data = nullptr; hr = Upload(m_constBuffer, &m_consts, sizeof(m_consts));
D3D12_RANGE readRange = { 0, 0 };
hr = m_constBuffer->Map(0, &readRange, &data);
if (FAILED(hr)) if (FAILED(hr))
return false; return false;
std::memcpy(data, &m_consts, sizeof(m_consts));
m_constBuffer->Unmap(0, nullptr);
return true; return true;
} }
@@ -124,8 +98,8 @@ PostProcessStatus CHDR16to10Effect::SetFormat(
if (!CreateDefaultTexture(device, desc, m_dst)) if (!CreateDefaultTexture(device, desc, m_dst))
return PostProcessStatus::FAILED; return PostProcessStatus::FAILED;
m_threadsX = ((unsigned)desc.Width + (Threads - 1)) / Threads; m_threadsX = Groups((unsigned)desc.Width);
m_threadsY = ((unsigned)desc.Height + (Threads - 1)) / Threads; m_threadsY = Groups(desc.Height);
dst.desc = desc; dst.desc = desc;
dst.format = FRAME_TYPE_RGBA10; dst.format = FRAME_TYPE_RGBA10;
@@ -151,33 +125,10 @@ ComPtr<ID3D12Resource> CHDR16to10Effect::Run(
TransitionDst(commandList, D3D12_RESOURCE_STATE_COMMON, TransitionDst(commandList, D3D12_RESOURCE_STATE_COMMON,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS); D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
D3D12_CPU_DESCRIPTOR_HANDLE handle = CBV(device, 0, m_constBuffer.Get(), sizeof(m_consts));
m_descHeap->GetCPUDescriptorHandleForHeapStart(); SRV(device, 1, src.Get(), DXGI_FORMAT_R16G16B16A16_FLOAT);
const UINT inc = device->GetDescriptorHandleIncrementSize( UAV(device, 2, m_dst.Get(), DXGI_FORMAT_R10G10B10A2_UNORM);
D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV); Dispatch(commandList);
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);
TransitionDst(commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, TransitionDst(commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
D3D12_RESOURCE_STATE_COMMON); D3D12_RESOURCE_STATE_COMMON);

View File

@@ -78,8 +78,8 @@ struct CRGB24Effect::State
static bool IsEligible(const D12FrameFormat& format) static bool IsEligible(const D12FrameFormat& format)
{ {
if (format.hdr || if (format.hdr ||
format.desc.Dimension != D3D12_RESOURCE_DIMENSION_TEXTURE2D || format.desc.Dimension != D3D12_RESOURCE_DIMENSION_TEXTURE2D ||
format.desc.Format != DXGI_FORMAT_B8G8R8A8_UNORM) format.desc.Format != DXGI_FORMAT_B8G8R8A8_UNORM)
return false; return false;
@@ -123,16 +123,17 @@ struct CRGB24Effect::State
{ {
CSRWExclusiveLock guard(lock); CSRWExclusiveLock guard(lock);
const bool formatChanged = !formatValid || const bool formatChanged =
format.resourceDimension != next.desc.Dimension || !formatValid ||
format.resourceWidth != next.desc.Width || format.resourceDimension != next.desc.Dimension ||
format.resourceHeight != next.desc.Height || format.resourceWidth != next.desc.Width ||
format.resourceFormat != next.desc.Format || format.resourceHeight != next.desc.Height ||
format.width != next.width || format.resourceFormat != next.desc.Format ||
format.height != next.height || format.width != next.width ||
format.format != next.format || format.height != next.height ||
format.hdr != next.hdr || format.format != next.format ||
format.hdrPQ != next.hdrPQ || format.hdr != next.hdr ||
format.hdrPQ != next.hdrPQ ||
format.colorTransform != next.colorTransform; format.colorTransform != next.colorTransform;
if (formatChanged) if (formatChanged)
@@ -194,7 +195,8 @@ struct CRGB24Effect::State
const uint64_t threshold = relativeThreshold > 50000ULL ? const uint64_t threshold = relativeThreshold > 50000ULL ?
relativeThreshold : 50000ULL; relativeThreshold : 50000ULL;
// Prefer the bandwidth saving unless native is meaningfully faster. // Prefer the bandwidth saving unless native is meaningfully faster.
const bool usePacked = packedMean <= nativeMean || const bool usePacked =
packedMean <= nativeMean ||
packedMean - nativeMean <= threshold; packedMean - nativeMean <= threshold;
DEBUG_INFO( DEBUG_INFO(
@@ -281,15 +283,11 @@ bool CRGB24Effect::Init(const ComPtr<ID3D12Device3>& device)
if (!g_settings.ReadBoolValue(L"AllowRGB24", true)) if (!g_settings.ReadBoolValue(L"AllowRGB24", true))
return false; return false;
D3D12_DESCRIPTOR_RANGE ranges[2] = {}; D3D12_DESCRIPTOR_RANGE ranges[] =
ranges[0].RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; {
ranges[0].NumDescriptors = 1; Range(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0),
ranges[0].BaseShaderRegister = 0; Range(D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 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;
const char * shader = const char * shader =
"Texture2D<float4> src : register(t0);\n" "Texture2D<float4> src : register(t0);\n"
@@ -483,7 +481,8 @@ PostProcessStatus CRGB24Effect::SetFormat(const ComPtr<ID3D12Device3>& device,
const UINT64 packedPitch = AlignTo<UINT64>( const UINT64 packedPitch = AlignTo<UINT64>(
src.desc.Width * 3, D3D12_TEXTURE_DATA_PITCH_ALIGNMENT); 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) packedPitch > UINT64_MAX / src.desc.Height)
{ {
m_state->Reject(); m_state->Reject();
@@ -495,7 +494,8 @@ PostProcessStatus CRGB24Effect::SetFormat(const ComPtr<ID3D12Device3>& device,
const UINT64 maxUAVSize = const UINT64 maxUAVSize =
(1ULL << D3D12_REQ_BUFFER_RESOURCE_TEXEL_COUNT_2_TO_EXP) * (1ULL << D3D12_REQ_BUFFER_RESOURCE_TEXEL_COUNT_2_TO_EXP) *
sizeof(uint32_t); sizeof(uint32_t);
if (bufferSize > UINT32_MAX || bufferSize > maxUAVSize) if (bufferSize > UINT32_MAX ||
bufferSize > maxUAVSize)
{ {
m_state->Reject(); m_state->Reject();
m_dst.Reset(); m_dst.Reset();
@@ -510,8 +510,8 @@ PostProcessStatus CRGB24Effect::SetFormat(const ComPtr<ID3D12Device3>& device,
} }
const unsigned dataWidth = (unsigned)(packedPitch / 4); const unsigned dataWidth = (unsigned)(packedPitch / 4);
m_threadsX = (dataWidth + (Threads - 1)) / Threads; m_threadsX = Groups(dataWidth);
m_threadsY = (src.desc.Height + (Threads - 1)) / Threads; m_threadsY = Groups(src.desc.Height);
m_width = (unsigned)src.desc.Width; m_width = (unsigned)src.desc.Width;
m_height = src.desc.Height; m_height = src.desc.Height;
m_pitch = (unsigned)packedPitch; m_pitch = (unsigned)packedPitch;
@@ -535,18 +535,7 @@ ComPtr<ID3D12Resource> CRGB24Effect::Run(const ComPtr<ID3D12Device3>& device,
TransitionDst(commandList, D3D12_RESOURCE_STATE_COMMON, TransitionDst(commandList, D3D12_RESOURCE_STATE_COMMON,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS); D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
D3D12_CPU_DESCRIPTOR_HANDLE handle = SRV(device, 0, src.Get(), DXGI_FORMAT_B8G8R8A8_UNORM);
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;
D3D12_UNORDERED_ACCESS_VIEW_DESC uavDesc = {}; D3D12_UNORDERED_ACCESS_VIEW_DESC uavDesc = {};
uavDesc.Format = DXGI_FORMAT_R32_TYPELESS; uavDesc.Format = DXGI_FORMAT_R32_TYPELESS;
@@ -555,10 +544,10 @@ ComPtr<ID3D12Resource> CRGB24Effect::Run(const ComPtr<ID3D12Device3>& device,
uavDesc.Buffer.StructureByteStride = 0; uavDesc.Buffer.StructureByteStride = 0;
uavDesc.Buffer.CounterOffsetInBytes = 0; uavDesc.Buffer.CounterOffsetInBytes = 0;
uavDesc.Buffer.Flags = D3D12_BUFFER_UAV_FLAG_RAW; 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); Dispatch(commandList);
commandList->Dispatch(m_threadsX, m_threadsY, 1);
TransitionDst(commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, TransitionDst(commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
D3D12_RESOURCE_STATE_COMMON); D3D12_RESOURCE_STATE_COMMON);