/** * 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 "CRGB24Effect.h" #include "../CSettings.h" using namespace PostProcessUtil; bool CRGB24Effect::Init(const ComPtr& device) { if (!g_settings.ReadBoolValue(L"AllowRGB24", false)) 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; const char * shader = "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" " uint fstInputX = (dt.x * 4) / 3;\n" " float4 color0 = src[uint2(fstInputX, dt.y)];\n" " uint sndInputX = fstInputX + 1;\n" " float4 color3 = src[uint2(sndInputX, dt.y)];\n" " uint xmod3 = dt.x % 3;\n" " float4 color1 = xmod3 <= 1 ? color0 : color3;\n" " float4 color2 = xmod3 == 0 ? color0 : color3;\n" " float b = color0.bgr[xmod3];\n" " float g = color1.grb[xmod3];\n" " float r = color2.rbg[xmod3];\n" " float a = color3.bgr[xmod3];\n" " dst[dt.xy] = float4(r, g, b, a);\n" "}\n"; return InitCompute(device, ranges, ARRAYSIZE(ranges), nullptr, 0, shader); } PostProcessStatus CRGB24Effect::SetFormat(const ComPtr& device, const D12FrameFormat& src, D12FrameFormat& dst) { if (src.desc.Format != DXGI_FORMAT_B8G8R8A8_UNORM) return PostProcessStatus::BYPASS_EFFECT; const unsigned packedPitch = AlignTo((unsigned)src.desc.Width * 3, 4u); D3D12_RESOURCE_DESC desc = src.desc; desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; desc.Width = AlignTo(packedPitch / 4, 64u); desc.Height = ((unsigned)src.desc.Width * src.desc.Height) / (packedPitch / 3); 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_BGR_32; return PostProcessStatus::SUCCESS; } ComPtr CRGB24Effect::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_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 = {}; uavDesc.Format = DXGI_FORMAT_B8G8R8A8_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); for (RECT * rect = dirtyRects; rect < dirtyRects + *nbDirtyRects; ++rect) { unsigned width = rect->right - rect->left; rect->left = (rect->left * 3) / 4; rect->right = rect->left + (width * 3 + 3) / 4; } return m_dst; }