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LookingGlass/idd/LGIdd/CPostProcessor.h
Geoffrey McRae 650636ccee
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[idd] capture: retain frames in linear buffers
Store retained frame candidates in the final linear transport layout.
Prepare texture output in local DEFAULT buffers before cadence holding.
Then publish full frames with a single buffer copy.

Keep partial damage on matching pitched layouts and leave effect-owned
buffer copies unchanged. This moves detiling out of the
deadline-critical IVSHMEM or readback transfer.
2026-08-05 22:08:38 +10:00

194 lines
7.0 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
*/
#pragma once
#include <Windows.h>
#include <wrl/client.h>
#include <d3d12.h>
#include <dxgi1_5.h>
#include <memory>
#include <vector>
struct CD3D12Device;
extern "C" {
#include "common/types.h"
}
using namespace Microsoft::WRL;
enum class PostProcessStatus
{
SUCCESS,
BYPASS_EFFECT,
FAILED
};
struct D12ColorTransform
{
bool matrixEnabled = false;
float matrix[3][4] = {};
float scalar = 1.0f;
bool lutEnabled = false;
float lut[4096][4] = {};
};
bool IsIdentityColorTransform(const D12ColorTransform& transform);
struct D12FrameFormat
{
D3D12_RESOURCE_DESC desc = {};
unsigned dataWidth = 0;
unsigned dataHeight = 0;
unsigned pitch = 0;
unsigned width = 0;
unsigned height = 0;
FrameType format = FRAME_TYPE_INVALID;
bool hdr = false;
bool hdrPQ = false;
bool hdrMetadata = false;
uint32_t sdrWhiteLevel = LG_SDR_WHITE_LEVEL_DEFAULT;
std::shared_ptr<const D12ColorTransform> colorTransform;
// HDR static metadata (SMPTE ST 2086)
// Display color primaries in 0.00002 units (xy coordinates)
uint16_t displayPrimary[3][2];
// White point in 0.00002 units
uint16_t whitePoint[2];
// Max mastering display luminance in whole cd/m²
uint32_t maxDisplayLuminance;
// Min mastering display luminance in 0.0001 cd/m² units
uint32_t minDisplayLuminance;
// MaxCLL and MaxFALL in cd/m²
uint32_t maxContentLightLevel;
uint32_t maxFrameAverageLightLevel;
};
class CPostProcessEffect
{
public:
virtual ~CPostProcessEffect() {}
virtual const char * GetName() const = 0;
virtual void ShareState(const CPostProcessEffect& other)
{
UNREFERENCED_PARAMETER(other);
}
virtual void Update(const D12FrameFormat& format)
{
UNREFERENCED_PARAMETER(format);
}
virtual bool NeedsReconfigure() const { return false; }
virtual bool RequiresFullDamage() const { return false; }
virtual uint64_t GetTimingToken() const { return 0; }
virtual void RecordTiming(
uint64_t token, bool fullCopy, uint64_t totalTime)
{
UNREFERENCED_PARAMETER(token);
UNREFERENCED_PARAMETER(fullCopy);
UNREFERENCED_PARAMETER(totalTime);
}
// A final effect with a non-texture output owns its framebuffer copy.
virtual bool GetCopyLayout(
unsigned * pitch, unsigned * dataHeight) const
{
UNREFERENCED_PARAMETER(pitch);
UNREFERENCED_PARAMETER(dataHeight);
return false;
}
virtual bool ShouldCopyFully(
const RECT dirtyRects[], unsigned nbDirtyRects) const
{
UNREFERENCED_PARAMETER(dirtyRects);
UNREFERENCED_PARAMETER(nbDirtyRects);
return false;
}
virtual void CopyFrame(
const ComPtr<ID3D12GraphicsCommandList>& commandList,
ID3D12Resource * dst, ID3D12Resource * src,
const RECT dirtyRects[], unsigned nbDirtyRects, bool fullCopy) const
{
UNREFERENCED_PARAMETER(commandList);
UNREFERENCED_PARAMETER(dst);
UNREFERENCED_PARAMETER(src);
UNREFERENCED_PARAMETER(dirtyRects);
UNREFERENCED_PARAMETER(nbDirtyRects);
UNREFERENCED_PARAMETER(fullCopy);
}
virtual PostProcessStatus SetFormat(const ComPtr<ID3D12Device3>& device,
const D12FrameFormat& src, D12FrameFormat& dst) = 0;
virtual void AdjustDamage(RECT dirtyRects[], unsigned * nbDirtyRects) { UNREFERENCED_PARAMETER(dirtyRects); UNREFERENCED_PARAMETER(nbDirtyRects); }
virtual ComPtr<ID3D12Resource> Run(const ComPtr<ID3D12Device3>& device,
const ComPtr<ID3D12GraphicsCommandList>& commandList,
const ComPtr<ID3D12Resource>& src, RECT dirtyRects[],
unsigned * nbDirtyRects) = 0;
bool Enabled = false;
};
class CPostProcessor
{
private:
std::shared_ptr<CD3D12Device> m_dx12Device;
ComPtr<ID3D12Device3> m_device;
std::vector<std::unique_ptr<CPostProcessEffect>> m_effects;
D12FrameFormat m_srcFormat = {};
D12FrameFormat m_dstFormat = {};
D3D12_PLACED_SUBRESOURCE_FOOTPRINT m_copyLayout = {};
CPostProcessEffect * m_copyEffect = nullptr;
size_t m_frameSize = 0;
unsigned m_pitch = 0;
bool m_effectsActive = false;
bool m_configured = false;
public:
bool Init(std::shared_ptr<CD3D12Device> dx12Device,
bool enableEffects);
void Reset();
bool HasSameEffectChain(const CPostProcessor& other) const;
bool ShareEffectState(const CPostProcessor& other);
void Update(const D12FrameFormat& srcFormat);
bool NeedsReconfigure(const D12FrameFormat& srcFormat) const;
bool RequiresFullDamage() const;
bool Configure(const D12FrameFormat& srcFormat, bool * formatChanged);
void AdjustFrameDamage(RECT dirtyRects[], unsigned * nbDirtyRects);
ComPtr<ID3D12Resource> Run(
const ComPtr<ID3D12GraphicsCommandList>& commandList,
const ComPtr<ID3D12Resource>& src, RECT dirtyRects[],
unsigned * nbDirtyRects);
const D12FrameFormat& GetOutputFormat() const { return m_dstFormat; }
bool HasActiveEffects() const { return m_effectsActive; }
void GetTimingToken(unsigned * effectIndex, uint64_t * token) const;
void RecordTiming(unsigned effectIndex, uint64_t token,
bool fullCopy, uint64_t totalTime);
unsigned GetOutputPitch() const { return m_pitch; }
size_t GetOutputSize () const { return m_frameSize; }
bool ShouldCopyFully(
const RECT dirtyRects[], unsigned nbDirtyRects) const;
void CopyToCandidate(
const ComPtr<ID3D12GraphicsCommandList>& commandList,
ID3D12Resource * dst, ID3D12Resource * src) const;
void CopyFromCandidate(
const ComPtr<ID3D12GraphicsCommandList>& commandList,
ID3D12Resource * dst, ID3D12Resource * src,
const RECT dirtyRects[], unsigned nbDirtyRects, bool fullCopy) const;
};