/** * Looking Glass * Copyright © 2017-2026 The Looking Glass Authors * https://looking-glass.io * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the Free * Software Foundation; either version 2 of the License, or (at your option) * any later version. */ #include "CHDR16to10Effect.h" #include "CDebug.h" #include using namespace PostProcessUtil; bool CHDR16to10Effect::Init(const ComPtr& 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; const char * shader = "cbuffer Constants : register(b0)\n" "{\n" " float SDRWhiteLevel;\n" "};\n" "Texture2D src : register(t0);\n" "RWTexture2D dst : register(u0);\n" "[numthreads(" POST_PROCESS_THREADS_STR ", " POST_PROCESS_THREADS_STR ", 1)]\n" "void main(uint3 dt : SV_DispatchThreadID)\n" "{\n" " dst[dt.xy] = float4(src[dt.xy].rgb * SDRWhiteLevel, src[dt.xy].a);\n" "}\n"; 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), (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)); 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); if (FAILED(hr)) return false; std::memcpy(data, &m_consts, sizeof(m_consts)); m_constBuffer->Unmap(0, nullptr); return true; } PostProcessStatus CHDR16to10Effect::SetFormat( const ComPtr& device, const D12FrameFormat& src, D12FrameFormat& dst) { if (src.desc.Format != DXGI_FORMAT_R16G16B16A16_FLOAT || !src.hdr) return PostProcessStatus::BYPASS_EFFECT; D3D12_RESOURCE_DESC desc = src.desc; desc.Format = DXGI_FORMAT_R10G10B10A2_UNORM; desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS; 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; dst.desc = desc; dst.format = FRAME_TYPE_RGBA10; dst.hdr = true; dst.hdrPQ = false; return PostProcessStatus::SUCCESS; } ComPtr CHDR16to10Effect::Run( const ComPtr& device, const ComPtr& commandList, const ComPtr& src, RECT dirtyRects[], unsigned * nbDirtyRects) { UNREFERENCED_PARAMETER(dirtyRects); UNREFERENCED_PARAMETER(nbDirtyRects); TransitionDst(commandList, D3D12_RESOURCE_STATE_COPY_SOURCE, 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); TransitionDst(commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE); return m_dst; }