mirror of
https://github.com/gnif/LookingGlass.git
synced 2026-08-04 06:12:04 +00:00
Replace the texture-shaped RGB24 output with a linear raw buffer and keep its packing, damage translation, and buffer copies inside the RGB24 effect. Benchmark full-frame native and packed processing and retain the faster path for each source format. Preserve logical damage rectangles for client updates and alternating framebuffer repair. Return compute outputs to COMMON for COPY queue handoff and refresh cached framebuffer sizes when switching packed and native layouts.
64 lines
2.0 KiB
C++
64 lines
2.0 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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* 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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#pragma once
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#include "../CPostProcessor.h"
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#define POST_PROCESS_THREADS_STR "8"
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namespace PostProcessUtil
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{
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static constexpr unsigned Threads = 8;
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template<typename T>
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static constexpr T AlignTo(T value, T align)
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{
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return (value + (align - 1)) & ~(align - 1);
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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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bool CreateDefaultBuffer(const ComPtr<ID3D12Device3>& device,
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UINT64 size, ComPtr<ID3D12Resource>& resource);
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}
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class CComputeEffect : public CPostProcessEffect
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{
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protected:
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ComPtr<ID3D12RootSignature> m_rootSignature;
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ComPtr<ID3D12PipelineState> m_pso;
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ComPtr<ID3D12DescriptorHeap> m_descHeap;
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ComPtr<ID3D12Resource> m_dst;
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unsigned m_threadsX = 0;
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unsigned m_threadsY = 0;
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bool 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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void Bind(const ComPtr<ID3D12GraphicsCommandList>& commandList);
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void TransitionDst(const ComPtr<ID3D12GraphicsCommandList>& commandList,
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D3D12_RESOURCE_STATES before, D3D12_RESOURCE_STATES after);
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};
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