Files
LookingGlass/idd/LGIdd/postprocess/effect/CFormatEffect.cpp
2026-08-14 02:30:31 +10:00

165 lines
4.9 KiB
C++

/**
* 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.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program; if not, write to the Free Software Foundation, Inc., 59
* Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "CFormatEffect.h"
#include "CDebug.h"
using namespace PostProcessUtil;
namespace
{
bool IsSDR8(const D12FrameFormat& format)
{
if (format.hdr || format.hdrPQ)
return false;
switch (format.format)
{
case FRAME_TYPE_BGRA:
return format.desc.Format == DXGI_FORMAT_B8G8R8A8_UNORM;
case FRAME_TYPE_RGBA:
return format.desc.Format == DXGI_FORMAT_R8G8B8A8_UNORM;
default:
return false;
}
}
}
bool CFormatEffect::Init(const ComPtr<ID3D12Device3>& device)
{
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"
"RWTexture2D<float4> 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] = src[dt.xy];\n"
"}\n";
return InitCompute(device, ranges, ARRAYSIZE(ranges), nullptr, 0, shader);
}
PostProcessStatus CFormatEffect::SetFormat(
const ComPtr<ID3D12Device3>& device,
const D12FrameFormat& src, D12FrameFormat& dst)
{
return Cfg(device, src, dst);
}
PostProcessStatus CFormatEffect::Cfg(
const ComPtr<ID3D12Device3>& device,
const D12FrameFormat& src, const D12FrameFormat& dst)
{
UNREFERENCED_PARAMETER(device);
if (src.desc.Dimension != D3D12_RESOURCE_DIMENSION_TEXTURE2D ||
dst.desc.Dimension != D3D12_RESOURCE_DIMENSION_TEXTURE2D ||
!src.desc.Width ||
!src.desc.Height ||
src.desc.Width != dst.desc.Width ||
src.desc.Height != dst.desc.Height ||
!IsSDR8(src) ||
!IsSDR8(dst))
{
DEBUG_ERROR("Unsupported texture format conversion");
return PostProcessStatus::FAILED;
}
if (src.desc.Format == dst.desc.Format)
return PostProcessStatus::BYPASS_EFFECT;
if (!(dst.desc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS))
{
DEBUG_ERROR("Format conversion destination does not allow UAV access");
return PostProcessStatus::FAILED;
}
m_srcDesc = src.desc;
m_outDesc = dst.desc;
m_srcFormat = src.desc.Format;
m_dstFormat = dst.desc.Format;
m_threadsX = Groups((unsigned)dst.desc.Width);
m_threadsY = Groups(dst.desc.Height);
return PostProcessStatus::SUCCESS;
}
ComPtr<ID3D12Resource> CFormatEffect::Run(
const ComPtr<ID3D12Device3>& device,
const ComPtr<ID3D12GraphicsCommandList>& commandList,
const ComPtr<ID3D12Resource>& src, RECT dirtyRects[],
unsigned * nbDirtyRects)
{
UNREFERENCED_PARAMETER(device);
UNREFERENCED_PARAMETER(commandList);
UNREFERENCED_PARAMETER(src);
UNREFERENCED_PARAMETER(dirtyRects);
UNREFERENCED_PARAMETER(nbDirtyRects);
return nullptr;
}
bool CFormatEffect::IsSrc(ID3D12Resource * src) const
{
if (!src)
return false;
return D12::Same(src->GetDesc(), m_srcDesc, D12::DescCmp::VIEW);
}
bool CFormatEffect::Run(
const ComPtr<ID3D12Device3>& device,
const ComPtr<ID3D12GraphicsCommandList>& commandList,
const ComPtr<ID3D12Resource>& src, ID3D12Resource * dst,
RECT dirtyRects[], unsigned * nbDirtyRects)
{
if (!device || !commandList || !IsSrc(src.Get()) ||
src.Get() == dst || !IsDst(dst))
return false;
return Draw(device, commandList, src, dst, dirtyRects, nbDirtyRects);
}
bool CFormatEffect::Draw(
const ComPtr<ID3D12Device3>& device,
const ComPtr<ID3D12GraphicsCommandList>& commandList,
const ComPtr<ID3D12Resource>& src, ID3D12Resource * dst,
RECT dirtyRects[], unsigned * nbDirtyRects)
{
UNREFERENCED_PARAMETER(dirtyRects);
UNREFERENCED_PARAMETER(nbDirtyRects);
TransitionDst(commandList, dst, D3D12_RESOURCE_STATE_COMMON,
D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
SRV(device, 0, src.Get(), m_srcFormat);
UAV(device, 1, dst, m_dstFormat);
Dispatch(commandList);
TransitionDst(commandList, dst, D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
D3D12_RESOURCE_STATE_COMMON);
return true;
}