mirror of
https://github.com/gnif/LookingGlass.git
synced 2026-07-21 23:02:05 +00:00
[host] hdr: encode legacy captures as HDR10
Convert FP16 scRGB captures to BT.2020 PQ before storing them in the 10-bit wire format. Preserve linear-light downsampling, publish the real SDR white level and display metadata, and advance the format version when those properties change.
This commit is contained in:
@@ -27,7 +27,6 @@
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#include "common/debug.h"
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#include "common/windebug.h"
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#include "common/array.h"
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#include "common/display.h"
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#include "common/option.h"
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#include <d3dcompiler.h>
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@@ -36,17 +35,9 @@ typedef struct HDR16to10Inst
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{
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D12Effect base;
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const DISPLAYCONFIG_PATH_INFO * displayPathInfo;
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struct
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{
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float SDRWhiteLevel;
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}
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consts;
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ID3D12RootSignature ** rootSignature;
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ID3D12PipelineState ** pso;
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ID3D12DescriptorHeap ** descHeap;
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ID3D12Resource ** constBuffer;
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unsigned threadsX, threadsY;
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ID3D12Resource ** dst;
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@@ -76,6 +67,8 @@ static void d12_effect_hdr16to10InitOptions(void)
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static D12EffectStatus d12_effect_hdr16to10Create(D12Effect ** instance,
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ID3D12Device3 * device, const DISPLAYCONFIG_PATH_INFO * displayPathInfo)
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{
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(void)displayPathInfo;
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if (!option_get_bool("d12", "HDR16to10"))
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return D12_EFFECT_STATUS_BYPASS;
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@@ -90,18 +83,9 @@ static D12EffectStatus d12_effect_hdr16to10Create(D12Effect ** instance,
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HRESULT hr;
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comRef_scopePush(10);
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this->displayPathInfo = displayPathInfo;
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// shader resource view
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D3D12_DESCRIPTOR_RANGE descriptorRanges[3] =
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D3D12_DESCRIPTOR_RANGE descriptorRanges[2] =
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{
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{
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.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_CBV,
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.NumDescriptors = 1,
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.BaseShaderRegister = 0,
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.RegisterSpace = 0,
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.OffsetInDescriptorsFromTableStart = D3D12_DESCRIPTOR_RANGE_OFFSET_APPEND
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},
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{
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.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV,
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.NumDescriptors = 1,
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@@ -175,18 +159,27 @@ static D12EffectStatus d12_effect_hdr16to10Create(D12Effect ** instance,
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// Compile the shader
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const char * testCode =
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"cbuffer Constants : register(b0)\n"
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"{\n"
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" float SDRWhiteLevel;\n"
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"};\n"
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"\n"
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"Texture2D <float4> src : register(t0);\n"
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"RWTexture2D<float4> dst : register(u0);\n"
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"static const float PQ_m1 = 0.1593017578125;\n"
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"static const float PQ_m2 = 78.84375;\n"
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"static const float PQ_c1 = 0.8359375;\n"
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"static const float PQ_c2 = 18.8515625;\n"
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"static const float PQ_c3 = 18.6875;\n"
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"\n"
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"[numthreads(" STR(THREADS) ", " STR(THREADS) ", 1)]\n"
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"void main(uint3 dt : SV_DispatchThreadID)\n"
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"{\n"
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" dst[dt.xy] = src[dt.xy] * SDRWhiteLevel;"
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" float4 color = src[dt.xy];\n"
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" float3 linear709 = color.rgb * (80.0 / 10000.0);\n"
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" float3 linear2020 = float3(\n"
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" dot(linear709, float3(0.6274039, 0.3292830, 0.0433131)),\n"
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" dot(linear709, float3(0.0690973, 0.9195404, 0.0113623)),\n"
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" dot(linear709, float3(0.0163914, 0.0880133, 0.8955953)));\n"
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" float3 p = pow(max(linear2020, 0.0), PQ_m1);\n"
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" float3 pq = pow((PQ_c1 + PQ_c2 * p) /\n"
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" (1.0 + PQ_c3 * p), PQ_m2);\n"
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" dst[dt.xy] = float4(pq, color.a);\n"
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"}\n";
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bool debug = false;
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@@ -240,48 +233,9 @@ static D12EffectStatus d12_effect_hdr16to10Create(D12Effect ** instance,
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goto exit;
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}
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D3D12_HEAP_PROPERTIES constHeapProps =
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{
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.Type = D3D12_HEAP_TYPE_UPLOAD,
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.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN,
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.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN
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};
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D3D12_RESOURCE_DESC constBufferDesc =
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{
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.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER,
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.Width = ALIGN_TO(sizeof(this->consts),
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D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT),
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.Height = 1,
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.DepthOrArraySize = 1,
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.MipLevels = 1,
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.Format = DXGI_FORMAT_UNKNOWN,
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.SampleDesc.Count = 1,
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.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
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.Flags = D3D12_RESOURCE_FLAG_NONE
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};
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comRef_defineLocal(ID3D12Resource, constBuffer);
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hr = ID3D12Device3_CreateCommittedResource(
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device,
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&constHeapProps,
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D3D12_HEAP_FLAG_NONE,
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&constBufferDesc,
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D3D12_RESOURCE_STATE_GENERIC_READ,
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NULL,
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&IID_ID3D12Resource,
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(void **)constBuffer);
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if (FAILED(hr))
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{
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DEBUG_WINERROR("Failed to create the constant buffer resource", hr);
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goto exit;
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}
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comRef_toGlobal(this->rootSignature, rootSignature);
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comRef_toGlobal(this->pso , pso );
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comRef_toGlobal(this->descHeap , descHeap );
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comRef_toGlobal(this->constBuffer , constBuffer );
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result = D12_EFFECT_STATUS_OK;
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*instance = &this->base;
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@@ -313,7 +267,7 @@ static D12EffectStatus d12_effect_hdr16to10SetFormat(D12Effect * effect,
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HRESULT hr;
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if (src->desc.Format != DXGI_FORMAT_R16G16B16A16_FLOAT ||
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src->colorSpace != DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020)
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!src->hdr || src->hdrPQ)
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{
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result = D12_EFFECT_STATUS_BYPASS;
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goto exit;
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@@ -358,6 +312,8 @@ static D12EffectStatus d12_effect_hdr16to10SetFormat(D12Effect * effect,
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dst->desc = desc;
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dst->format = CAPTURE_FMT_RGBA10;
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dst->hdr = true;
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dst->hdrPQ = true;
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result = D12_EFFECT_STATUS_OK;
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exit:
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@@ -371,21 +327,6 @@ static ID3D12Resource * d12_effect_hdr16to10Run(D12Effect * effect,
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{
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HDR16to10Inst * this = UPCAST(HDR16to10Inst, effect);
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float nits = 80.0f / display_getSDRWhiteLevel(this->displayPathInfo);
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if (nits != this->consts.SDRWhiteLevel)
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{
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this->consts.SDRWhiteLevel = nits;
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void * data;
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D3D12_RANGE readRange = { 0, 0 };
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HRESULT hr = ID3D12Resource_Map(*this->constBuffer, 0, &readRange, &data);
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if (SUCCEEDED(hr))
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{
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memcpy(data, &this->consts, sizeof(this->consts));
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ID3D12Resource_Unmap(*this->constBuffer, 0, NULL);
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}
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}
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// transition the destination texture to unordered access so we can write to it
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{
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D3D12_RESOURCE_BARRIER barrier =
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@@ -407,19 +348,6 @@ static ID3D12Resource * d12_effect_hdr16to10Run(D12Effect * effect,
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D3D12_CPU_DESCRIPTOR_HANDLE cpuSrvUavHandle =
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ID3D12DescriptorHeap_GetCPUDescriptorHandleForHeapStart(*this->descHeap);
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// descriptor for input CBV
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D3D12_CONSTANT_BUFFER_VIEW_DESC cbvDesc =
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{
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.BufferLocation = ID3D12Resource_GetGPUVirtualAddress(*this->constBuffer),
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.SizeInBytes = ALIGN_TO(sizeof(this->consts),
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D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT)
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};
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ID3D12Device3_CreateConstantBufferView(device, &cbvDesc, cpuSrvUavHandle);
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// move to the next slot
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cpuSrvUavHandle.ptr += ID3D12Device3_GetDescriptorHandleIncrementSize(
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device, D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV);
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// descriptor for input SRV
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D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc =
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{
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