[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

@@ -34,60 +34,17 @@ namespace
TRANSFER_SRGB,
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)
{
D3D12_DESCRIPTOR_RANGE ranges[4] = {};
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_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;
D3D12_DESCRIPTOR_RANGE ranges[] =
{
Range(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 0),
Range(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0),
Range(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 1),
Range(D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 0),
};
const char * shader =
"cbuffer Constants : register(b0)\n"
@@ -194,8 +151,9 @@ bool CColorTransformEffect::Init(const ComPtr<ID3D12Device3>& device)
const size_t constSize = AlignTo(sizeof(m_consts),
(size_t)D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT);
if (!CreateUploadBuffer(device, constSize, m_constBuffer) ||
!CreateUploadBuffer(device, sizeof(float) * 4096 * 4, m_lutBuffer))
if (FAILED(CreateUploadBuffer(device, constSize, m_constBuffer)) ||
FAILED(CreateUploadBuffer(
device, sizeof(float) * 4096 * 4, m_lutBuffer)))
{
DEBUG_ERROR("Failed to create color transform buffers");
return false;
@@ -261,8 +219,8 @@ PostProcessStatus CColorTransformEffect::SetFormat(
m_srcFormat = src.desc.Format;
m_dstFormat = dstFormat;
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 = frameType;
@@ -285,8 +243,8 @@ ComPtr<ID3D12Resource> CColorTransformEffect::Run(
// upload buffers are guaranteed not to be in use by the GPU.
if (m_uploadPending)
{
if (!Upload(m_constBuffer, &m_consts, sizeof(m_consts)) ||
!Upload(m_lutBuffer, m_lut, sizeof(m_lut)))
if (FAILED(Upload(m_constBuffer, &m_consts, sizeof(m_consts))) ||
FAILED(Upload(m_lutBuffer, m_lut, sizeof(m_lut))))
DEBUG_ERROR("Failed to upload display color transform");
else
m_uploadPending = false;
@@ -295,41 +253,19 @@ ComPtr<ID3D12Resource> CColorTransformEffect::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_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;
CBV(device, 0, m_constBuffer.Get(), sizeof(m_consts));
SRV(device, 1, src.Get(), m_srcFormat);
D3D12_SHADER_RESOURCE_VIEW_DESC lutDesc = {};
lutDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
lutDesc.ViewDimension = D3D12_SRV_DIMENSION_BUFFER;
lutDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
lutDesc.Buffer.NumElements = 4096;
device->CreateShaderResourceView(m_lutBuffer.Get(), &lutDesc, handle);
handle.ptr += inc;
device->CreateShaderResourceView(
m_lutBuffer.Get(), &lutDesc, Handle(device, 2));
D3D12_UNORDERED_ACCESS_VIEW_DESC uavDesc = {};
uavDesc.Format = m_dstFormat;
uavDesc.ViewDimension = D3D12_UAV_DIMENSION_TEXTURE2D;
device->CreateUnorderedAccessView(m_dst.Get(), nullptr, &uavDesc, handle);
Bind(commandList);
commandList->Dispatch(m_threadsX, m_threadsY, 1);
UAV(device, 3, m_dst.Get(), m_dstFormat);
Dispatch(commandList);
TransitionDst(commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
D3D12_RESOURCE_STATE_COMMON);

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@@ -73,6 +73,52 @@ namespace PostProcessUtil
desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
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,
@@ -81,13 +127,16 @@ bool CComputeEffect::InitCompute(const ComPtr<ID3D12Device3>& device,
const char * shader)
{
D3D12_ROOT_PARAMETER rootParam = {};
rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
rootParam.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
rootParam.ParameterType =
D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
rootParam.ShaderVisibility =
D3D12_SHADER_VISIBILITY_ALL;
rootParam.DescriptorTable.NumDescriptorRanges = rangeCount;
rootParam.DescriptorTable.pDescriptorRanges = ranges;
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.pParameters = &rootParam;
rootSignatureDesc.Desc_1_0.NumStaticSamplers = samplerCount;
@@ -180,6 +229,54 @@ void CComputeEffect::Bind(const ComPtr<ID3D12GraphicsCommandList>& commandList)
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(
const ComPtr<ID3D12GraphicsCommandList>& commandList,
D3D12_RESOURCE_STATES before, D3D12_RESOURCE_STATES after)

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@@ -22,6 +22,7 @@
#include "postprocess/CPostProcessor.h"
#include <cstddef>
#define POST_PROCESS_THREADS_STR "8"
@@ -39,6 +40,18 @@ namespace PostProcessUtil
const D3D12_RESOURCE_DESC& desc, ComPtr<ID3D12Resource>& resource);
bool CreateDefaultBuffer(const ComPtr<ID3D12Device3>& device,
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
@@ -57,6 +70,16 @@ protected:
const char * shader);
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,
D3D12_RESOURCE_STATES before, D3D12_RESOURCE_STATES after);

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@@ -27,7 +27,6 @@
#include <cmath>
#include <cwchar>
#include <cwctype>
#include <cstring>
using namespace PostProcessUtil;
@@ -108,19 +107,12 @@ bool CDownsampleEffect::Init(const ComPtr<ID3D12Device3>& device)
sampler.ShaderRegister = 0;
sampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
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"
@@ -144,22 +136,9 @@ bool CDownsampleEffect::Init(const ComPtr<ID3D12Device3>& device)
if (!InitCompute(device, ranges, ARRAYSIZE(ranges), &sampler, 1, 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));
const HRESULT hr = CreateUploadBuffer(device, size, m_constBuffer);
if (FAILED(hr))
{
DEBUG_ERROR_HR(hr, "Failed to create Downsample constant buffer");
@@ -189,19 +168,14 @@ 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;
@@ -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);

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);

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@@ -123,7 +123,8 @@ struct CRGB24Effect::State
{
CSRWExclusiveLock guard(lock);
const bool formatChanged = !formatValid ||
const bool formatChanged =
!formatValid ||
format.resourceDimension != next.desc.Dimension ||
format.resourceWidth != next.desc.Width ||
format.resourceHeight != next.desc.Height ||
@@ -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);