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166 lines
5.0 KiB
C++
166 lines
5.0 KiB
C++
/**
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* Looking Glass
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* Copyright © 2017-2026 The Looking Glass Authors
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* https://looking-glass.io
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the Free
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* Software Foundation; either version 2 of the License, or (at your option)
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* any later version.
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*/
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#include "CComputeEffect.h"
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#include "CDebug.h"
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#include <d3dcompiler.h>
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#include <cstring>
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namespace PostProcessUtil
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{
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bool CreateDefaultTexture(const ComPtr<ID3D12Device3>& device,
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const D3D12_RESOURCE_DESC& desc, ComPtr<ID3D12Resource>& resource)
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{
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D3D12_HEAP_PROPERTIES heapProps = {};
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heapProps.Type = D3D12_HEAP_TYPE_DEFAULT;
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heapProps.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
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heapProps.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
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heapProps.CreationNodeMask = 1;
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heapProps.VisibleNodeMask = 1;
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HRESULT hr = device->CreateCommittedResource(
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&heapProps,
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D3D12_HEAP_FLAG_CREATE_NOT_ZEROED,
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&desc,
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D3D12_RESOURCE_STATE_COPY_SOURCE,
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nullptr,
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IID_PPV_ARGS(&resource));
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if (FAILED(hr))
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{
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DEBUG_ERROR_HR(hr, "Failed to create post-processing destination texture");
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return false;
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}
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return true;
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}
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}
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bool CComputeEffect::InitCompute(const ComPtr<ID3D12Device3>& device,
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const D3D12_DESCRIPTOR_RANGE * ranges, UINT rangeCount,
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const D3D12_STATIC_SAMPLER_DESC * samplers, UINT samplerCount,
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const char * shader)
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{
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D3D12_ROOT_PARAMETER rootParam = {};
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rootParam.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
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rootParam.ShaderVisibility = D3D12_SHADER_VISIBILITY_ALL;
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rootParam.DescriptorTable.NumDescriptorRanges = rangeCount;
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rootParam.DescriptorTable.pDescriptorRanges = ranges;
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D3D12_VERSIONED_ROOT_SIGNATURE_DESC rootSignatureDesc = {};
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rootSignatureDesc.Version = D3D_ROOT_SIGNATURE_VERSION_1;
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rootSignatureDesc.Desc_1_0.NumParameters = 1;
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rootSignatureDesc.Desc_1_0.pParameters = &rootParam;
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rootSignatureDesc.Desc_1_0.NumStaticSamplers = samplerCount;
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rootSignatureDesc.Desc_1_0.pStaticSamplers = samplers;
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rootSignatureDesc.Desc_1_0.Flags = D3D12_ROOT_SIGNATURE_FLAG_NONE;
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ComPtr<ID3DBlob> blob;
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ComPtr<ID3DBlob> error;
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HRESULT hr = D3D12SerializeVersionedRootSignature(
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&rootSignatureDesc, &blob, &error);
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if (FAILED(hr))
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{
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DEBUG_ERROR_HR(hr, "Failed to serialize post-processing root signature");
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if (error)
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DEBUG_ERROR("%s", (const char *)error->GetBufferPointer());
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return false;
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}
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hr = device->CreateRootSignature(
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0,
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blob->GetBufferPointer(),
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blob->GetBufferSize(),
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IID_PPV_ARGS(&m_rootSignature));
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if (FAILED(hr))
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{
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DEBUG_ERROR_HR(hr, "Failed to create post-processing root signature");
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return false;
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}
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blob.Reset();
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error.Reset();
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hr = D3DCompile(
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shader,
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std::strlen(shader),
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nullptr,
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nullptr,
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nullptr,
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"main",
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"cs_5_0",
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0,
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0,
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&blob,
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&error);
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if (FAILED(hr))
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{
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DEBUG_ERROR_HR(hr, "Failed to compile post-processing shader");
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if (error)
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DEBUG_ERROR("%s", (const char *)error->GetBufferPointer());
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return false;
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}
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D3D12_COMPUTE_PIPELINE_STATE_DESC psoDesc = {};
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psoDesc.pRootSignature = m_rootSignature.Get();
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psoDesc.CS.pShaderBytecode = blob->GetBufferPointer();
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psoDesc.CS.BytecodeLength = blob->GetBufferSize();
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hr = device->CreateComputePipelineState(&psoDesc, IID_PPV_ARGS(&m_pso));
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if (FAILED(hr))
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{
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DEBUG_ERROR_HR(hr, "Failed to create post-processing PSO");
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return false;
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}
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UINT descriptorCount = 0;
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for (UINT i = 0; i < rangeCount; ++i)
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descriptorCount += ranges[i].NumDescriptors;
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D3D12_DESCRIPTOR_HEAP_DESC heapDesc = {};
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heapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
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heapDesc.NumDescriptors = descriptorCount;
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heapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
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hr = device->CreateDescriptorHeap(&heapDesc, IID_PPV_ARGS(&m_descHeap));
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if (FAILED(hr))
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{
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DEBUG_ERROR_HR(hr, "Failed to create post-processing descriptor heap");
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return false;
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}
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return true;
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}
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void CComputeEffect::Bind(const ComPtr<ID3D12GraphicsCommandList>& commandList)
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{
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ID3D12DescriptorHeap * heaps[] = { m_descHeap.Get() };
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commandList->SetDescriptorHeaps(1, heaps);
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commandList->SetPipelineState(m_pso.Get());
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commandList->SetComputeRootSignature(m_rootSignature.Get());
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commandList->SetComputeRootDescriptorTable(
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0, m_descHeap->GetGPUDescriptorHandleForHeapStart());
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}
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void CComputeEffect::TransitionDst(
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const ComPtr<ID3D12GraphicsCommandList>& commandList,
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D3D12_RESOURCE_STATES before, D3D12_RESOURCE_STATES after)
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{
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D3D12_RESOURCE_BARRIER barrier = {};
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barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION;
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barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE;
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barrier.Transition.pResource = m_dst.Get();
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barrier.Transition.StateBefore = before;
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barrier.Transition.StateAfter = after;
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barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
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commandList->ResourceBarrier(1, &barrier);
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}
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