mirror of
https://github.com/gnif/LookingGlass.git
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137 lines
4.7 KiB
C++
137 lines
4.7 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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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program; if not, write to the Free Software Foundation, Inc., 59
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* Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "CHDR16to10Effect.h"
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#include "CDebug.h"
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using namespace PostProcessUtil;
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bool CHDR16to10Effect::Init(const ComPtr<ID3D12Device3>& device)
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{
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D3D12_DESCRIPTOR_RANGE ranges[] =
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{
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Range(D3D12_DESCRIPTOR_RANGE_TYPE_CBV, 0),
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Range(D3D12_DESCRIPTOR_RANGE_TYPE_SRV, 0),
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Range(D3D12_DESCRIPTOR_RANGE_TYPE_UAV, 0),
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};
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const char * shader =
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"cbuffer Constants : register(b0)\n"
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"{\n"
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" float ReferenceWhiteNits;\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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"[numthreads(" POST_PROCESS_THREADS_STR ", " POST_PROCESS_THREADS_STR ", 1)]\n"
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"void main(uint3 dt : SV_DispatchThreadID)\n"
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"{\n"
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" float3 linearValue = src[dt.xy].rgb * ReferenceWhiteNits;\n"
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" // scRGB uses BT.709 primaries whereas HDR10/PQ output uses BT.2020.\n"
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" // Rotate the gamut in linear light (BT.2087) BEFORE applying the PQ\n"
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" // curve, otherwise the BT.709 values are later reinterpreted as BT.2020\n"
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" // and saturated colours (most visibly red) are pushed outside their\n"
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" // intended gamut.\n"
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" float3 rec2020 = float3(\n"
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" dot(linearValue, float3(0.6274039, 0.3292830, 0.0433131)),\n"
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" dot(linearValue, float3(0.0690973, 0.9195404, 0.0113623)),\n"
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" dot(linearValue, float3(0.0163914, 0.0880133, 0.8955953)));\n"
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" // scRGB to PQ (ST.2084)\n"
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" float3 Y = rec2020 / 10000.0;\n"
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" float3 Ym1 = pow(max(Y, 0.0), PQ_m1);\n"
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" float3 pq = pow((PQ_c1 + PQ_c2 * Ym1) / (1.0 + PQ_c3 * Ym1), PQ_m2);\n"
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" dst[dt.xy] = float4(pq, src[dt.xy].a);\n"
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"}\n";
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if (!InitCompute(device, ranges, ARRAYSIZE(ranges), nullptr, 0, shader))
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return false;
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const size_t size = AlignTo(sizeof(m_consts),
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(size_t)D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT);
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HRESULT hr = CreateUploadBuffer(device, size, m_constBuffer);
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if (FAILED(hr))
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{
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DEBUG_ERROR_HR(hr, "Failed to create HDR16to10 constant buffer");
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return false;
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}
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hr = Upload(m_constBuffer, &m_consts, sizeof(m_consts));
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if (FAILED(hr))
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return false;
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return true;
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}
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PostProcessStatus CHDR16to10Effect::SetFormat(
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const ComPtr<ID3D12Device3>& device,
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const D12FrameFormat& src, D12FrameFormat& dst)
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{
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if (src.desc.Format != DXGI_FORMAT_R16G16B16A16_FLOAT || !src.hdr)
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return PostProcessStatus::BYPASS_EFFECT;
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D3D12_RESOURCE_DESC desc = src.desc;
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desc.Format = DXGI_FORMAT_R10G10B10A2_UNORM;
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desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
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if (!CreateDefaultTexture(device, desc, m_dst))
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return PostProcessStatus::FAILED;
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m_threadsX = Groups((unsigned)desc.Width);
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m_threadsY = Groups(desc.Height);
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dst.desc = desc;
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dst.format = FRAME_TYPE_RGBA10;
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dst.hdr = true;
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dst.hdrPQ = true;
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// Gamut conversion changes the signal's container primaries to BT.2020, but
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// does not change the mastering display chromaticities described by ST 2086.
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D12::CopyHdr(dst, src);
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return PostProcessStatus::SUCCESS;
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}
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ComPtr<ID3D12Resource> CHDR16to10Effect::Run(
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const ComPtr<ID3D12Device3>& device,
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const ComPtr<ID3D12GraphicsCommandList>& commandList,
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const ComPtr<ID3D12Resource>& src, RECT dirtyRects[],
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unsigned * nbDirtyRects)
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{
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UNREFERENCED_PARAMETER(dirtyRects);
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UNREFERENCED_PARAMETER(nbDirtyRects);
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TransitionDst(commandList, D3D12_RESOURCE_STATE_COMMON,
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D3D12_RESOURCE_STATE_UNORDERED_ACCESS);
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CBV(device, 0, m_constBuffer.Get(), sizeof(m_consts));
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SRV(device, 1, src.Get(), DXGI_FORMAT_R16G16B16A16_FLOAT);
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UAV(device, 2, m_dst.Get(), DXGI_FORMAT_R10G10B10A2_UNORM);
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Dispatch(commandList);
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TransitionDst(commandList, D3D12_RESOURCE_STATE_UNORDERED_ACCESS,
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D3D12_RESOURCE_STATE_COMMON);
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return m_dst;
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}
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